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

dc.contributor.authorMourato, Fausto
dc.contributor.authorBirra, Fernando
dc.contributor.authorSantos, Manuel Próspero dos
dc.date.accessioned2014-03-13T17:25:37Z
dc.date.available2014-03-13T17:25:37Z
dc.date.issued2013-11
dc.description.abstractIn 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.por
dc.identifier.issn0302-9743
dc.identifier.urihttp://hdl.handle.net/10400.26/6090
dc.language.isoengpor
dc.peerreviewednopor
dc.publisherSpringer International Publishingpor
dc.relation.publisherversiondoi: 10.1007/978-3-319-03161-3_24por
dc.subjectAlgorithmsen
dc.subjectDesignen
dc.subjectExperimentationen
dc.subjectHuman factorsen
dc.subjectPlatform videogamesen
dc.subjectProcedural Content Generationen
dc.subjectAutomated Game Designen
dc.titleThe challenge of Automatic Level Generation for platform videogames based on Stories and Questspor
dc.typepreprint
dspace.entity.typePublication
oaire.citation.conferencePlaceBoekelo, Netherlandspor
oaire.citation.endPage343por
oaire.citation.startPage332por
oaire.citation.titleACE 2013 - 10th International Conference on Advances in Computer Entertainment Technologypor
oaire.citation.volume8253por
rcaap.rightsopenAccesspor
rcaap.typepreprintpor

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