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Procedural Content Generation for Game Props? A Study on the Effects on User Experience

Published:04 April 2017Publication History
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Abstract

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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            • Published in

              cover image Computers in Entertainment
              Computers in Entertainment   Volume 15, Issue 2
              Theoretical and Practical Computer Applications in Entertainment
              Summer 2017
              111 pages
              EISSN:1544-3574
              DOI:10.1145/3031104
              Issue’s Table of Contents

              Copyright © 2017 ACM

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              New York, NY, United States

              Publication History

              • Published: 4 April 2017
              • Accepted: 1 July 2016
              • Revised: 1 May 2016
              • Received: 1 March 2016

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