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The Challenge of Automatic Level Generation for Platform Videogames Based on Stories and Quests
Abstract:

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.


@ 10th Advances in Computer Entertainment


Series: Lecture Notes in Computer Science

Number: 8253

Publisher: Springer International Publishing ( Switzerland )

Pages: 332 to 343


Date: 2013


Authors:

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