The challenge of Automatic Level Generation for platform videogames based on Stories and Quests
Autor(a) principal: | |
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Data de Publicação: | 2013 |
Outros Autores: | , |
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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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 |
format |
article |
status_str |
publishedVersion |
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 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Springer International Publishing |
publisher.none.fl_str_mv |
Springer International Publishing |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
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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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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