Designing Procedural Game Spaces: a Case Study

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Designing Procedural Game Spaces: a Case Study Designing Procedural Game Spaces: A Case Study Michael Nitsche Calvin Ashmore Will Hankinson [email protected] [email protected] [email protected] Robert Fitzpatrick John Kelly Kurt Margenau [email protected] [email protected] [email protected] , School of Literature, Communication & Culture Georgia Institute of Technology Atlanta, GA 30032-0165 ABSTRACT is why this paper will look at the procedural side of Procedural content generation holds many promises game design and discuss specifically procedurally for the design, art, and production of video games. It generated 3D game spaces. These worlds are not also poses a number of challenges. This paper fixed but created “on the fly.” Because procedural concentrates on the procedural generation of game approaches shift the content generation into the spaces. We specifically argue for a connection of a algorithm and away from a pre-producing player’s agency with the procedural world development team, they add unique qualities to the generation. First, space generation in games is world of gaming. Their flexibility opens up new broken down into four main approaches: designer- forms of gameplay and game experiences that have created, random, player-created, and procedural been recognized as an important element of game spaces. Then, the paper introduces our experimental design [6]. Procedural techniques have been applied game prototype Charbitat that merges these four in the field of graphics [3], AI [8], character stages and provides a practical case study. Charbitat animation [12], and level generation. This paper generates game worlds based on the gaming style of concentrates on the procedural generation of 3D its players, who create the world as they play it. We game worlds. describe how the project met the challenges in There are a number of video games that apply design and implementation. Finally, we point out procedurally created game worlds, mostly in the new questions opened up by the project and relevant form of some kind of level generator. We will argue for procedural content generation. that too few of them include the world creation as part of the player’s agency. Yet, this is where such a Keywords feature would change the playing experience most Real-time, virtual space, procedural, video game, and where the world generation would merge with architecture, game design the play. Thus, our argument is twofold: we call for more exploration in the field of procedural game 1. INTRODUCTION content; specifically in the area of generating 3D Computers are procedural engines but when it comes game worlds. In addition, we argue, that the player to procedural content, video games rarely utilize should affect this generation; the newfound freedom their inherent powers. Procedural game content is should enrich the player’s agency in the game. game material – such as AI, sounds, spaces, objects – that is generated during the game’s runtime. Few To present our argument, we deliver an overview game use this form of content generation; instead, over different forms of game space generation. they rely mostly on pre-fabricated elements. Then, we introduce Charbitat, a game research Dialogue is scripted, levels and objects pre-modeled, project conducted at the Experimental Game Lab at sound pre-recorded, character behavior pre-defined. Georgia Tech that provides a practical example for Most game research deals with these games because procedural space generation. We will discuss main they dominate the market. Procedural content design decisions and technical approaches to provide generation is far less discussed, although it stands our answers to the question of procedural content out as a core feature of the computer as media. That generation. Finally we look at new challenges that replay value and the dynamics of the game, but there grew out of this project. is no way for a player to predict or shape the space generation. With no impact on the level generation, 2. DEVELOPMENT OF GAME SPACES the agency of the player does not extend onto the The role of space has been debated in games new possibilities of level creation [10]. They always research for some time [1, 9, 16]. This paper remain beyond the player’s interaction. Game attempts to take the debate into procedural 3D game worlds can grow into endless levels in which the spaces. 3D worlds have not materialized over night, variety stays limited and the player’s agency remains but are the result of a continuous evolution. The unconnected to the space generation. Random level following paragraphs will summarize some key generators do not fulfill the second demand posted at approaches to virtual space production. The goal is design of procedural game spaces as they do not not to provide a history of game spaces but to find involve the player in the process. core plateaus in the evolution of their generation. 2.3 Player-created Spaces This evolution can be broken down into four main Many games have tapped into players as a powerful approaches: designer-created, random, player- space generating force that can extend the life cycle created, and procedurally generated game spaces. and design range of a game significantly. Referring 2.1 Designer-created Spaces again to Half-Life, its player-created mod Counter- Designer-created spaces are entirely pre-modeled 3D Strike is a good example. Developers provide game worlds generated by the game developer and players with the tools to create own game worlds or delivered with the game. They are rigid and largely modify existing ones. The result can be an passive game environments. They offer little or no exponential growth of game environments. The opportunity for change but are optimized for a player-created worlds are basically designer-created certain game experience. Once mastered and fully spaces as the main game engine still does not explored, such a fixed space offers nothing new in provide for more responsive environments, but now replay. Examples include the levels of the single there are a lot more of them. They are a child of the player campaign of Half-Life. Such worlds become re-mixing and modding culture and depend on interesting only, when the characters’ behavior special editor programs that provide access to the within them reaches significant complexity. The game spaces and allow modification. There is a clear battle arenas of a multi-player-session of Half-Life differentiation between playing and content remain attractive not because of the flexibility of the generation. Players have to work in an external game world, but because of the players’ spatial editor to change the game world, recompile it, before behavior in them. The performance not the virtual they can play it. Play and space generation still stage is the dynamic format and players have little to remain separated. no affect on the world itself. The unique movement The Massive Multiplayer Online world of Second of avatars through a Counter-Strike level produces Life offers an interesting hybrid approach, where new spatial configurations between the player players can shape and code their own spaces within characters driven by social interaction. The value of the game world. Here, the space creation and the these social spaces has to be applauded and has been exploration of the game world can be combined. But investigated (e.g. [4, 14]), but is not topic of this the original interaction design in Second Life lacks paper, that looks at the worlds that hosts such a many features of a game as defined in [5, 13] and is social gathering. In this respect, these games lack the more focused on the creation and maintenance of a notion of interactive space generation. social space. 2.2 Random Level Generators 2.4 Procedural Spaces Games like Diablo or Rogue use mostly random The powers of procedural space generation are level generators to build a space within a subset of tempting: players can create not only their own path set “level elements.” Level elements are space through a game world but also their own game sections, objects, and entities that are combined to universe itself. For example, MojoWorld is a fractal- form a new level. Due to the wide range of possible based world generator that allows for the creation of arrangements, a player is not likely to ever get the whole planets to finest detail. Yet, these worlds lack exact same Rogue level twice. This feature raises the any active inhabitants or objects to interact with. set pieces; all of these elements are combined in the They are visually stunning pieces of extremely low procedural space generation. interactive range. The background story of Charbitat tells of a young Other references come from architecture, where Chinese princess, who gets poisoned. She is beyond researchers have developed algorithms to generate any doctor’s help and falls into a coma-like state. virtual cityscapes [17] or abstract “liquid The player controls this little girl, now trapped in a architecture” [11]. The results are illustrative dreamlike state of internal chaos and conflict. The structures with little or no interactive ingredients. poison has destroyed her body’s and mind’s natural balance of the five elements of Taoism. This state Very few games use procedural space generation. between death and life is the game world of Rescue on Fractalus generated 3D flythroughs of Charbitat and like a real coma, it can be infinite. It is fractal-based mountains and valleys processed in the goal of the game to overcome the obstacles, real-time. The world was inhabited by enemy forces, master one’s own world, balance the elements once pilots to be rescued, and suicide flying saucers. again, and finally leave this borderless dreamscape. Insofar, Rescue on Fractalus features clear interactive and goal-driven game settings and but it remains simplistic in its presentation form due to the original platform (Atari 800 and 5200).
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