Rules and mechanics


Autoria(s): Nelson, Mark J.; Togelius, Julian; Browne, Cameron B.; Cook, Michael
Contribuinte(s)

Shaker, Noor

Togelius, Julian

Nelson, Mark J.

Data(s)

2015

Resumo

So far in this book, we have seen a large number of methods for generating content for existing games. So, if you have a game already, you could now generate many things for it: maps, levels, terrain, vegetation, weapons, dungeons, racing tracks. But what if you don’t already have a game, and want to generate the game itself? What would you generate, and how? At the heart of any game are its rules. This chapter will discuss representations for game rules of different kinds, along with methods to generate them, and evaluation functions and constraints that help us judge complete games rather than just isolated content artefacts. Our main focus here will be on methods for generating interesting, fun, and/or balanced game rules. However, an important perspective that will permeate the chapter is that game rule encodings and evaluation functions can encode game design expertise and style, and thus help us understand game design. By formalising aspects of the game rules, we define a space of possible rules more precisely than could be done through writing about rules in qualitative terms; and by choosing which aspects of the rules to formalise, we define what aspects of the game are interesting to explore and introduce variation in. In this way, each game generator can be thought of an executable micro-theory of game design, though often a simplified, and sometimes even a caricatured one

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/82382/

Publicador

Springer

Relação

http://eprints.qut.edu.au/82382/1/__staffhome.qut.edu.au_staffgroupm%24_meaton_Desktop_Authors%20draft_Browne.pdf

http://pcgbook.com/wp-content/uploads/chapter06.pdf

Nelson, Mark J., Togelius, Julian, Browne, Cameron B., & Cook, Michael (2015) Rules and mechanics. In Shaker, Noor, Togelius, Julian, & Nelson, Mark J. (Eds.) Procedural Content Generation in Games. Springer. (In Press)

Direitos

Copyright 2015 [Please consult the authors]

Fonte

School of Electrical Engineering & Computer Science; Science & Engineering Faculty

Palavras-Chave #Computer games #Game rule encoding #Evaluation functions
Tipo

Book Chapter