{"title":"Generating Real-Time Strategy Heightmaps using Cellular Automata","authors":"Peter Ziegler, S. Mammen","doi":"10.1145/3402942.3402956","DOIUrl":"https://doi.org/10.1145/3402942.3402956","url":null,"abstract":"This paper presents a new approach of heightmap generation for Real-Time Strategy games (RTS) based on Cellular Automata (CA) in the context of various established techniques. The proposed approach uses different CA rulesets to generate and modify maps for the RTS game Supreme Commander. To evaluate the quality of the generated maps, a survey was conducted asking 30 participants about map quality compared to user-generated maps. The participants rated the maps more balanced and novel but less aesthetically pleasing. The paper concludes with according future work propositions to improve the presented approach.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"206 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123007919","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Albert Sjölund, M. Straatman, Millen van Osch, Oliver Findra, Pradyot Patil, Mijael Bueno, Nestor Z. Salamon, Rafael Bidarra
{"title":"Misusing mobile phones to break the ice: the tabletop game Maze Maestro","authors":"Albert Sjölund, M. Straatman, Millen van Osch, Oliver Findra, Pradyot Patil, Mijael Bueno, Nestor Z. Salamon, Rafael Bidarra","doi":"10.1145/3402942.3403013","DOIUrl":"https://doi.org/10.1145/3402942.3403013","url":null,"abstract":"Performance of newly-formed project teams is often limited, or at least delayed, when team members refrain from sharing their ideas due to unfamiliarity with their peers. A variety of ice-breaking methods can help overcome this cold start, but mostly they need to be deployed and moderated by experienced facilitators. This setup is rarely an option for most undergrad project courses at university level, typically carried out in small teams. In order to help breaking the ice in this context, we developed Maze Maestro, a collaborative tabletop game in which the board is made up by attaching the displays of the team members’ mobile phones to form a large maze. Each member controls a character in the maze, and the whole team has the common goal of leaving the maze together; however, this is only possible with timely communication and much cooperation. While playing, team members are encouraged to confer possible plans and share their ideas, which is the fertile ground for breaking the ice. Play testing has shown that Maze Maestro was perceived as a fun and original collaborative game. So far, results of a preliminary user study are optimistic about the ability of Maze Maestro to break the ice within newly-formed teams, without requiring any facilitator.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123114460","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"10 Years of the PCG workshop: Past and Future Trends","authors":"Antonios Liapis","doi":"10.1145/3402942.3409598","DOIUrl":"https://doi.org/10.1145/3402942.3409598","url":null,"abstract":"As of 2020, the international workshop on Procedural Content Generation enters its second decade. The annual workshop, hosted by the international conference on the Foundations of Digital Games, has collected a corpus of 95 papers published in its first 10 years. This paper provides an overview of the workshop’s activities and surveys the prevalent research topics emerging over the years.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132591366","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Why Is CryptoKitties (Not) Gambling?","authors":"A. Serada","doi":"10.1145/3402942.3402985","DOIUrl":"https://doi.org/10.1145/3402942.3402985","url":null,"abstract":"CryptoKitties (Axiom Zen 2017) is a pioneering blockchain-based game that disrupts the ‘classic game model’ [7] [8] [9] in a way that turns it into a gambling web application. As previous research has shown, its mechanics are almost exclusively based on chance [13], and the rest is mostly speculation with game assets [11]. This raises the question whether this game requires any skill, such as strategic planning. In my case study, I revisit the game system and perform a practice of playing it to differentiate between unpredictable (or “aleatory”, as in [6] and decision-making points in the game. I argue that mapping the journey of a player should complement analysis of the game system to assess the balance between skill and chance in a better-informed manner.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"127 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131615887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Game as a Classroom: Understanding Players’ Goals and Attributions from a Learning Perspective","authors":"William Martin, Brian Magerko","doi":"10.1145/3402942.3403027","DOIUrl":"https://doi.org/10.1145/3402942.3403027","url":null,"abstract":"Much work has been done on educational games, game-based learning, and gamification in recent years, exploring how games may benefit learning. However, the reverse relationship has yet to be fully explored—how can educational psychology and pedagogy influence our understanding of player experience and the design of games? A study was conducted to examine how various aspects of player experience are related to two commonly used motivational constructs in educational psychology: achievement goals and causal attributions. In the study, 165 participants were asked to play a game and fill out a questionnaire on their experiences. We found that players’ achievement goals and causal attributions were both significantly correlated to various components of player experience. Additionally, we found that achievement goals and causal attributions are significant predictors of psychological flow over and above feelings of challenge and immersion. While challenge and immersion are typical considerations when seeking to design flow experiences in games, this study suggests that game designers should also consider ways in which they may inspire particular achievement goals and causal attributions in their players. These findings highlight the connection between the learning sciences and the growing field of player experience, and we hope this paper serves as an example for future translational work.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122979567","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The game itself?: Towards a Hermeneutics of Computer Games","authors":"Espen Aarseth, Sebastian Möring","doi":"10.1145/3402942.3402978","DOIUrl":"https://doi.org/10.1145/3402942.3402978","url":null,"abstract":"In this paper we reassess the notion and current state of ludo-hermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology then, determines a vital aspect of the quality of the analysis.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125479530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Crafting is So Hardcore: Masculinized Making in Gaming Representations of Labor","authors":"Anne Sullivan, Mel Stanfill, Anastasia Salter","doi":"10.1145/3402942.3402976","DOIUrl":"https://doi.org/10.1145/3402942.3402976","url":null,"abstract":"In this paper we examine the representation of crafts in video games, particularly in “crafting systems” – collections of mechanics that are described as crafting within a game's narrative. Real world crafting practitioners value creativity, expression, and mastery of material, but the act of crafting itself is often viewed by society as reproductive, feminized labor and therefore devalued. Because of this, crafting systems in games have been designed to more closely resemble masculinized, productive labor in the form of repetitive, manufacturing-like mechanics. These representational choices persist even across games lauded for their crafting systems, as our analysis demonstrates. Through an examination of both user-generated tutorials and game mechanics for three games that frequently appear on “best crafting games” lists, we show that games persist in devaluing the reproductive labor of crafting, reducing creative expression and material mastery to marginal and repetitive tasks while catering to the palates of masculine gamers by emphasizing stats-driven progression rather than creative making.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126775491","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Henri Bomström, Markus Kelanti, J. Lappalainen, Elina Annanperä, K. Liukkunen
{"title":"Synchronizing Game and AI Design in PCG-Based Game Prototypes","authors":"Henri Bomström, Markus Kelanti, J. Lappalainen, Elina Annanperä, K. Liukkunen","doi":"10.1145/3402942.3402989","DOIUrl":"https://doi.org/10.1145/3402942.3402989","url":null,"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.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134560892","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Integrated Design of World-in-Miniature Navigation in Virtual Reality","authors":"Samuel Truman, S. Mammen","doi":"10.1145/3402942.3402994","DOIUrl":"https://doi.org/10.1145/3402942.3402994","url":null,"abstract":"Navigation is considered one of the most fundamental challenges in Virtual Reality (VR) and has been extensively researched [11]. The world-in-miniature (WIM) navigation metaphor allows users to travel in large-scale virtual environments (VEs) regardless of available physical space while maintaining a high-level overview of the VE. It relies on a hand-held, scaled-down duplicate of the entire VE, where the user’s current position is displayed, and an interface provided to introduce his/her next movements [17]. There are several extensions to deal with challenges of this navigation technique, e.g. scaling and scrolling [23]. In this work, a WIM is presented that integrates state-of-the-art research insights and incorporates additional features that became apparent during the integration process. These features are needed to improve user interactions and to provide both look-ahead and post-travel feedback. For instance, a novel occlusion handling feature hides the WIM geometry in a rounded space reaching from the user’s hand to his/her forearm. This allows the user to interact with occluded areas of the WIM such as buildings. Further extensions include different visualizations for occlusion handling, an interactive preview screen, post-travel feedback, automatic WIM customization, a unified diegetic UI design concerning WIM and user representation, and an adaptation of widely established gestures to control scaling and scrolling of the WIM. Overall, the presented WIM design integrates and extends state-of-the-art interaction tasks and visualization concepts to overcome open conceptual gaps and to provide a comprehensive practical solution for traveling in VR.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128344244","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hirotaka Suetake, Tsukasa Fukusato, Christian Arzate Cruz, Andy Nealen, T. Igarashi
{"title":"Interactive Design Exploration of Game StagesUsing Adjustable Synthetic Testers","authors":"Hirotaka Suetake, Tsukasa Fukusato, Christian Arzate Cruz, Andy Nealen, T. Igarashi","doi":"10.1145/3402942.3402982","DOIUrl":"https://doi.org/10.1145/3402942.3402982","url":null,"abstract":"Game designers take into account the wide range of play-styles and skill levels of players to create enjoyable experiences. One important step in the game design process involves playtests with professional testers; this process is time-consuming and expensive. Hence, there exist several methods to create synthetic testers to test a game automatically. However, one shortcoming is the lack of realistic-playing with different play-styles and skill levels. In this paper, we propose a game level authoring tool that incorporates synthetic testers, which enable the control of play-styles and skill levels. Furthermore, we utilize visualization techniques to help assess the difficulty level of each part of the stage. Our user studies confirmed that our tool was effective for designing game stages appropriate for a particular type of player.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134644676","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}