Synchronizing game and AI design in PCG-based game prototypes
Bomström, Henri; Kelanti, Markus; Lappalainen, Jouni; Annanperä, Elina; Liukkunen, Kari (2020-09-30)
Henri Bomström, Markus Kelanti, Jouni Lappalainen, Elina Annanperä, and Kari Liukkunen. 2020. Synchronizing Game and AI Design in PCG-Based Game Prototypes. In International Conference on the Foundations of Digital Games (FDG '20). Association for Computing Machinery, New York, NY, USA, Article 24, 1–8. DOI:https://doi.org/10.1145/3402942.3402989
© 2020 Association for Computing Machinery. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in 15th International Conference on the Foundations of Digital Games, FDG 2020, September 2020, Bugibba Malta, https://doi.org/10.1145/3402942.3402989.
https://rightsstatements.org/vocab/InC/1.0/
https://urn.fi/URN:NBN:fi-fe2020111189946
Tiivistelmä
Abstract
Procedural content generation (PCG)-based game design aims to reach a new way of playing games by focusing gameplay around algorithmic game content generation. However, positioning interaction with PCG systems and generated content to the center of player experience poses design challenges for both game design and AI design. In order to create the wanted affordances, rich contextual information is required to make informed decisions on the generated content. While previous research has presented excellent developments on PCG’s possibilities, further considering context and affordances in the early stages of prototyping may aid designers reach these possibilities in a more consistent manner. This study is set to discuss how context, affordances and the game’s overall design can be considered during the prototyping process of PCG-based games. Misaligned game context and affordances can result in deeply rooted design issues that may later manifest as subpar gameplay experiences and increased development effort. These emergent issues are examined through a post-mortem case study to produce an extended PCG-based design process, featuring actionable steps, that takes context, affordances, and the game’s overall design into account through meaningful play.
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