Generative Forensics: Procedural Generation and Information Games Michael Cook
[email protected] School of Electrical Engineering and Computer Science Queen Mary University of London ABSTRACT Common justifications for the use of PCG in game design isthat Procedural generation is used across game design to achieve a it increases replayability or reduces development cost or complexity wide variety of ends, and has led to the creation of several game [22]. Although these claims regularly appear in academic papers subgenres by injecting variance, surprise or unpredictability into about PCG, to our knowledge there are no studies to support either otherwise static designs. Information games are a type of mystery claim, and in our experience adding PCG can actually increase the game in which the player is tasked with gathering knowledge and complexity of the development process. A better justification for developing an understanding of an event or system. Their reliance PCG is that it enables new kinds of game design, by changing the on player knowledge leaves them vulnerable to spoilers and hard to player’s relationship with the game’s systems, or allowing the de- replay. In this paper we introduce the notion of generative forensics velopers to work at a scale that would be otherwise impractical. The games, a subgenre of information games that challenge the player best-known example of this is Spelunky, a blend of platformer and to understand the output of a generative system. We introduce roguelike [15]. In his book of the same name [24], designer Derek information games, show how generative forensics develops the Yu explained that the use of procedural generation in Spelunky idea, report on two prototype games we created, and evaluate our was intended to reduce the reliance on rote learning in platformers, work on generative forensics so far from a player and a designer by making levels unpredictable.