在基于pcg的游戏原型中同步游戏和AI设计

Henri Bomström, Markus Kelanti, J. Lappalainen, Elina Annanperä, K. Liukkunen
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引用次数: 3

摘要

基于程序内容生成(PCG)的游戏设计旨在通过围绕算法游戏内容生成的玩法创造一种全新的游戏体验方式。然而,将与PCG系统和生成内容的互动置于玩家体验的中心,对游戏设计和AI设计都构成了挑战。为了创建所需的辅助功能,需要丰富的上下文信息来对生成的内容做出明智的决策。虽然之前的研究已经展示了PCG的可能性,但在原型的早期阶段进一步考虑环境和启示可能有助于设计师以更一致的方式实现这些可能性。本研究旨在探讨如何在基于pcg的游戏原型制作过程中考虑情境、功能支持和游戏整体设计。不协调的游戏环境和功能可能会导致深层次的设计问题,这些问题可能会在之后表现为游戏体验欠佳和开发工作量增加。这些突发问题将通过事后案例研究进行检验,从而产生一个扩展的基于pcg的设计过程,其中包含可操作的步骤,即通过有意义的玩法将情境、启示和游戏的整体设计考虑在内。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Synchronizing Game and AI Design in PCG-Based Game Prototypes
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.
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