Procedural Content Generation for Game Props? A Study on the Effects on User Experience
- This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocodeThis work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocode implementation showing how Perlin or Simplex noise can be used efficiently. In a comparative study, we investigate two alternative implementations of a decisive game prop: once created traditionally by artists and once generated by procedural algorithms. 41 test subjects played both implementations. The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing. In addition, the ever-changing nature of the procedurally generated environments is preferred with high significance, especially by players aged 45 and above.…
Document Type: | Article (reviewed) |
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Zitierlink: | https://opus.hs-offenburg.de/2650 | Bibliografische Angaben |
Title (English): | Procedural Content Generation for Game Props? A Study on the Effects on User Experience |
Author: | Oliver KornStaff MemberORCiDGND, Michael Blatz![]() ![]() |
Year of Publication: | 2017 |
Date of first Publication: | 2017/02/05 |
First Page: | 1:1 |
Last Page: | 1:15 |
Parent Title (English): | Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment |
Editor: | Newton Lee |
Volume: | 15 |
Issue: | 2 |
ISSN: | 1544-3574 |
DOI: | https://doi.org/10.1145/2974026 |
URL: | https://dl.acm.org/citation.cfm?id=2974026 |
URN: | https://urn:nbn:de:bsz:ofb1-opus4-26503 |
Language: | English | Inhaltliche Informationen |
Institutes: | Forschung / ACI - Affective and Cognitive Institute |
Fakultät Medien und Informationswesen (M+I) (bis 21.04.2021) | |
Collections of the Offenburg University: | Bibliografie |
DDC classes: | 000 Allgemeines, Informatik, Informationswissenschaft |
GND Keyword: | Computer Games; Games; Procedural Content Generation |
Tag: | Computerspiele Computer Games; Game Design; Games; Procedural Content Generation | Formale Angaben |
Open Access: | Closed Access |
Licence (German): | ![]() |