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Designing Game Worlds. Coherence in the Design of Open World Games through Procedural Generation Techniques

Published: 23 October 2018 Publication History

Abstract

"Open World Games" have the potential for countless hours of exploration and fun through their huge game worlds. Procedural generation of game content by computer software is therefore becoming more and more important as a design technique. Using such techniques can cause problems in the coherence of the worlds that adversely affect the game experience. This work deals with the development and design of an open world game with a high degree of design coherence.

References

[1]
Matt Miller. The Best Open Worlds Of E3 2018. (15 June 2018) https://www.gameinformer.com/e3-2018/2018/06/15/the-best-open-worlds-of-e3-2018
[2]
Togelius Julian, Shaker Noor, Nielsen Mark J.: Procedural Content Generation in Games. A Textbook and Overview of current Research. Springer (2016). http://pcgbook.com (12.05.2018)
[3]
Michael Toy, Glenn Wichman, Ken Arnold, Jon Lane, A.I. Design (Non-unix versions). 1980. Rogue: Exploring the Dungeons of Doom. (Amiga, Amstrad CPC, Atari 8-bit, Atari ST, Commodore 64, DOS, Macintosh, TOPS-20, TRS-80 CoCo, Unix, ZX Spectrum)
[4]
Sean Murray. Hello Games. Sony Interactive Entertainment. 2016. No Man's Sky. (PS4, Windows)
[5]
David O'Reilly. 2009. Basic Animation Aesthetics. http://www.davidoreilly.com/downloads
[6]
Sebastian Lague. 2017. Procedural Landmass Generator. www.github.com/SebLague
[7]
Ernest Adams. Postmodernism and the Three Types of Immersion. Gamasutra Archive (2004) http://designersnotebook.com/Columns/063_Postmodernism/063_postmodernism.htm

Cited By

View all
  • (2023)Meaningful Place: A Phenomenological Approach to the Design of Spatial Experience in Open-world GamesGames and Culture10.1177/15554120231171290(155541202311712)Online publication date: 1-May-2023
  • (2022)Exploration in Open-World Videogames: Environment, Items, Locations, Quests, and Combat in The Witcher 3Proceedings of the 34th Australian Conference on Human-Computer Interaction10.1145/3572921.3572926(310-318)Online publication date: 29-Nov-2022
  • (2022)Regionally morphing objects for the genetic WASPAS-SVNS game scene generation algorithm2022 International Conference on Electrical, Computer and Energy Technologies (ICECET)10.1109/ICECET55527.2022.9872949(1-4)Online publication date: 20-Jul-2022
  • Show More Cited By

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  1. Designing Game Worlds. Coherence in the Design of Open World Games through Procedural Generation Techniques

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    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI PLAY '18 Extended Abstracts: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
    October 2018
    725 pages
    ISBN:9781450359689
    DOI:10.1145/3270316
    • General Chairs:
    • Florian 'Floyd' Mueller,
    • Daniel Johnson,
    • Ben Schouten,
    • Program Chairs:
    • Phoebe O. Toups Dugas,
    • Peta Wyeth
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 23 October 2018

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    Author Tags

    1. 3d
    2. 3d modelling
    3. design
    4. design method
    5. design tool
    6. development
    7. game
    8. gaming
    9. generative
    10. generative design
    11. genoterra
    12. integrative design
    13. landscape generation
    14. procedural
    15. prototype
    16. sci-fi
    17. shape
    18. shape based
    19. software
    20. terrain
    21. terrain generation
    22. tfft-method
    23. tool
    24. visualization

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    CHI PLAY '18 Extended Abstracts Paper Acceptance Rate 43 of 123 submissions, 35%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    Cited By

    View all
    • (2023)Meaningful Place: A Phenomenological Approach to the Design of Spatial Experience in Open-world GamesGames and Culture10.1177/15554120231171290(155541202311712)Online publication date: 1-May-2023
    • (2022)Exploration in Open-World Videogames: Environment, Items, Locations, Quests, and Combat in The Witcher 3Proceedings of the 34th Australian Conference on Human-Computer Interaction10.1145/3572921.3572926(310-318)Online publication date: 29-Nov-2022
    • (2022)Regionally morphing objects for the genetic WASPAS-SVNS game scene generation algorithm2022 International Conference on Electrical, Computer and Energy Technologies (ICECET)10.1109/ICECET55527.2022.9872949(1-4)Online publication date: 20-Jul-2022
    • (2020)Embedded Narratives in Procedurally Generated EnvironmentsInteractive Storytelling10.1007/978-3-030-62516-0_3(30-43)Online publication date: 27-Oct-2020

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