The challenge of Automatic Level Generation for platform videogames based on Stories and Quests

Detalhes bibliográficos
Autor(a) principal: Mourato, Fausto
Data de Publicação: 2013
Outros Autores: Birra, Fernando, Santos, Manuel Próspero dos
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/6090
Resumo: In this article we bring the concepts of narrativism and ludology to automatic level generation for platform videogames. The initial motivation is to understand how this genre has been used as a storytelling medium. Based on a narrative theory of games, the differences among several titles have been identified. In addition, we propose a set of abstraction layers to describe the content of a quest-based story in the particular context of videogames. Regarding automatic level generation for platform videogames, we observed that the existing approaches are directed to lower abstraction concepts such as avatar movements without a particular context or meaning. This leads us to the challenge of automatically creating more contextualized levels rather than only a set of consistent and playable entertaining tasks. With that in mind, a set of higher level design patterns are presented and their potential usages are envisioned and discussed.
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spelling The challenge of Automatic Level Generation for platform videogames based on Stories and QuestsAlgorithmsDesignExperimentationHuman factorsPlatform videogamesProcedural Content GenerationAutomated Game DesignIn this article we bring the concepts of narrativism and ludology to automatic level generation for platform videogames. The initial motivation is to understand how this genre has been used as a storytelling medium. Based on a narrative theory of games, the differences among several titles have been identified. In addition, we propose a set of abstraction layers to describe the content of a quest-based story in the particular context of videogames. Regarding automatic level generation for platform videogames, we observed that the existing approaches are directed to lower abstraction concepts such as avatar movements without a particular context or meaning. This leads us to the challenge of automatically creating more contextualized levels rather than only a set of consistent and playable entertaining tasks. With that in mind, a set of higher level design patterns are presented and their potential usages are envisioned and discussed.Springer International PublishingRepositório ComumMourato, FaustoBirra, FernandoSantos, Manuel Próspero dos2014-03-13T17:25:37Z2013-112013-11-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.26/6090eng0302-9743info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-21T09:50:34Zoai:comum.rcaap.pt:10400.26/6090Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:06:36.548341Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv The challenge of Automatic Level Generation for platform videogames based on Stories and Quests
title The challenge of Automatic Level Generation for platform videogames based on Stories and Quests
spellingShingle The challenge of Automatic Level Generation for platform videogames based on Stories and Quests
Mourato, Fausto
Algorithms
Design
Experimentation
Human factors
Platform videogames
Procedural Content Generation
Automated Game Design
title_short The challenge of Automatic Level Generation for platform videogames based on Stories and Quests
title_full The challenge of Automatic Level Generation for platform videogames based on Stories and Quests
title_fullStr The challenge of Automatic Level Generation for platform videogames based on Stories and Quests
title_full_unstemmed The challenge of Automatic Level Generation for platform videogames based on Stories and Quests
title_sort The challenge of Automatic Level Generation for platform videogames based on Stories and Quests
author Mourato, Fausto
author_facet Mourato, Fausto
Birra, Fernando
Santos, Manuel Próspero dos
author_role author
author2 Birra, Fernando
Santos, Manuel Próspero dos
author2_role author
author
dc.contributor.none.fl_str_mv Repositório Comum
dc.contributor.author.fl_str_mv Mourato, Fausto
Birra, Fernando
Santos, Manuel Próspero dos
dc.subject.por.fl_str_mv Algorithms
Design
Experimentation
Human factors
Platform videogames
Procedural Content Generation
Automated Game Design
topic Algorithms
Design
Experimentation
Human factors
Platform videogames
Procedural Content Generation
Automated Game Design
description In this article we bring the concepts of narrativism and ludology to automatic level generation for platform videogames. The initial motivation is to understand how this genre has been used as a storytelling medium. Based on a narrative theory of games, the differences among several titles have been identified. In addition, we propose a set of abstraction layers to describe the content of a quest-based story in the particular context of videogames. Regarding automatic level generation for platform videogames, we observed that the existing approaches are directed to lower abstraction concepts such as avatar movements without a particular context or meaning. This leads us to the challenge of automatically creating more contextualized levels rather than only a set of consistent and playable entertaining tasks. With that in mind, a set of higher level design patterns are presented and their potential usages are envisioned and discussed.
publishDate 2013
dc.date.none.fl_str_mv 2013-11
2013-11-01T00:00:00Z
2014-03-13T17:25:37Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.26/6090
url http://hdl.handle.net/10400.26/6090
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 0302-9743
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dc.publisher.none.fl_str_mv Springer International Publishing
publisher.none.fl_str_mv Springer International Publishing
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reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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