In proceedings details

  • The Challenge of Automatic Level Generation for Platform Videogames Based on Stories and Quests
  • Jan 2013
  • In 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 identi- fied. 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 auto- matic 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 auto- matically 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.
  • Springer International Publishing
  • Fausto Mourato, Fernando Birra, Manuel Prospero dos Santos
  • Lecture Notes in Computer Science
  • 8253
  • 332 to 343
  • 1 Jan 2013