PCG-Based Game Design Patterns
Artificial Intelligence
2016-10-12 v1 Human-Computer Interaction
Abstract
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an AI-based game. We look at existing examples of games which foreground their AI, put forward a methodology for designing PCG-based games, describe some example case study designs for PCG-based games, and describe lessons learned during this process of sketching and developing ideas.
Cite
@article{arxiv.1610.03138,
title = {PCG-Based Game Design Patterns},
author = {Michael Cook and Mirjam Eladhari and Andy Nealen and Mike Treanor and Eddy Boxerman and Alex Jaffe and Paul Sottosanti and Steve Swink},
journal= {arXiv preprint arXiv:1610.03138},
year = {2016}
}