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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 tow...
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Published in: | Computers in Entertainment 2017-06, Vol.15 (2), p.1-15 |
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Main Authors: | , , , , , |
Format: | Magazinearticle |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
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Summary: | 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 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. |
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ISSN: | 1544-3574 1544-3981 |
DOI: | 10.1145/2974026 |