PCG-based game design: creating Endless Web

Gillian Smith, A. Othenin-Girard, E. Whitehead, Noah Wardrip-Fruin
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引用次数: 45

Abstract

This paper describes the creation of the game Endless Web, a 2D platforming game in which the player's actions determine the ongoing creation of the world she is exploring. Endless Web is an example of a PCG-based game: it uses procedural content generation (PCG) as a mechanic, and its PCG system, Launchpad, greatly influenced the aesthetics of the game. All of the player's strategies for the game revolve around the use of procedural content generation. Many design challenges were encountered in the design and creation of Endless Web, for both the game and modifications that had to be made to Launchpad. These challenges arise largely from a loss of fine-grained control over the player's experience; instead of being able to carefully craft each element the player can interact with, the designer must instead craft algorithms to produce a range of content the player might experience. In this paper we provide a definition of PCG-based game design and describe the challenges faced in creating a PCG-based game. We offer our solutions, which impacted both the game and the underlying level generator, and identify issues which may be particularly important as this area matures.
基于pcg的游戏设计:创造无尽的网页
本文描述了游戏《Endless Web》的创作过程,这是一款2D平台游戏,玩家的行动决定了她正在探索的世界的持续创造。《Endless Web》就是基于PCG的游戏的一个例子:它使用程序内容生成(PCG)作为机制,其PCG系统Launchpad极大地影响了游戏的美学。所有玩家的游戏策略都围绕着程序内容生成的使用。在《Endless Web》的设计和制作过程中,我们遇到了许多设计挑战,包括游戏和针对Launchpad所做的修改。这些挑战主要源自对玩家体验的精细控制的缺失;比起精心制作玩家能够与之互动的每个元素,设计师必须精心制作算法去创造一系列玩家可能体验到的内容。在本文中,我们将提供基于pcg的游戏设计的定义,并描述创造基于pcg的游戏所面临的挑战。我们提供了影响游戏和底层关卡生成器的解决方案,并确定了随着这一领域的成熟可能特别重要的问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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