Understanding Procedural Content Generation: A Design-Centric Analysis of the Role of PCG in Games

被引:24
|
作者
Smith, Gillian [1 ]
机构
[1] Northeastern Univ, Playable Innovat Technol Grp, Boston, MA 02115 USA
关键词
Procedural content generation; game AI; MDA framework; game design; game design theory;
D O I
10.1145/2556288.2557341
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Games that use procedural content generation (PCG) do so in a wide variety of ways and for different reasons. One of the most common reasons cited by PCG system creators and game designers is improving replayability-by providing a means for automatically creating near-infinite amounts of content, the player can come back and replay the game and refine her strategies over a long period. However, this notion of replayability is both overly broad and incomplete as a motivation. This paper contributes an analytical framework and associated common vocabulary for understanding the role of PCG in games from a design standpoint, with an aim of unpacking some of the broad justifications for PCG use in games, and bringing together technical concerns in designing PCG systems with design concerns related to creating engaging playable experiences.
引用
收藏
页码:917 / 926
页数:10
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