Procedural Generation of 3D Maps with Snappable Meshes Rafael C

Total Page:16

File Type:pdf, Size:1020Kb

Procedural Generation of 3D Maps with Snappable Meshes Rafael C 1 Procedural Generation of 3D Maps with Snappable Meshes Rafael C. e Silva, Nuno Fachada, Diogo de Andrade, and Nelio´ Codices´ Abstract—In this paper we present a technique for procedu- detail in Section III—is fully swappable, and implementing rally generating 3D maps using a set of premade meshes which new ones is relatively simple. Four of these generation meth- snap together based on designer-specified visual constraints. The ods are described in this paper and included in the provided proposed approach avoids size and layout limitations, offering the designer control over the look and feel of the generated maps, prototype implementation. as well as immediate feedback on a given map’s navigability. A The snappable meshes PCG technique was initially devel- prototype implementation of the method, developed in the Unity oped for a multiplayer combat game, created as a semester game engine, is discussed, and a number of case studies are project at Lusofona´ University’s Bachelor in Videogames—an analyzed. These include a multiplayer game where the method was used, together with a number of illustrative examples which industry-focused, interdisciplinary game development degree highlight various parameterizations and generation methods. We [4]. The decision of using PCG in this particular game project argue that the technique is designer-friendly and can be used as was made to promote its replayability, requiring players to a map composition method and/or as a prototyping system in 3D adapt to a new map on every match, keeping the experience level design, opening the door for quality map and level creation from turning stale once the combat loop is mastered. Given in a fraction of the time of a fully human-based approach. the technique’s capability of creating general 3D maps (i.e., Index Terms—Procedural content generation (PCG), 3D maps, non-action game-specific maps), its core ideas were previously designer-centric methods, constraint-based PCG. presented in a conference [5]. The present paper extends that publication in several ways, making the following contribu- I. INTRODUCTION tions: N this paper we describe a method for procedurally generat- • The technique is presented in a carefully formalized, I ing 3D maps using visual constraints. The approach, termed fully reproducible and implementation-independent fash- snappable meshes, consists of a system of connectors with ion. Furthermore, it is comprehensively classified and pins and colors—similar in concept to a jigsaw puzzle—which contextualized within the PCG state of the art, highlight- constrains how any two map pieces (i.e., meshes) can snap ing the advantages it brings with respect to explainability together. Through the visual design and specification of these [1] and potential integration with industry workflows [2]. connection constraints, and an easy-to-follow and fully ex- • A new optional connection constraint is introduced in the plainable [1] generation procedure, the method is accessible to form of a color compatibility layer, specified through a game designers and/or other non-experts in procedural content color matrix. Additionally, two navigability-focused map generation (PCG), artificial intelligence (AI) or programming. validation metrics are proposed and analyzed. While the maps are procedurally generated, the technique • A reference and standalone implementation of the tech- grants the game designer considerable influence over the final nique, developed in the Unity game engine [6], is pre- result. More specifically, the designer has complete control on sented and examined. This implementation is made avail- the modeling of individual meshes—including the placement able as free and open-source software, and the source arXiv:2108.00056v1 [cs.AI] 30 Jul 2021 and configuration of associated connectors—and can achieve code is thoroughly annotated. Further, it includes con- substantial customization on the generated maps through a crete solutions for issues considered separate from the small number of intuitive parameters. At the same time, the technique itself, such as mesh overlap detection (i.e., technique avoids size and layout limitations, common in grid- collision avoidance) and specific obstacles to validating based approaches. Maps are generated almost immediately and map navigability. can be quickly validated for navigability. With a focus on fast • Using the prototype implementation, an in-depth analysis iteration and respect for existing development workflows [2], of the technique’s generation and validation capabilities the snappable meshes PCG technique can be used in practical is undertaken, namely on how the various parameters and industry settings, while following academic best practices such generation methods influence the created maps, as well as transparency and reproducibility [3]. Further, the technique as the generation and validation times. can be easily tweaked and extended by programmers, since one • A thorough discussion on several aspects of the proposed of its core components—the generation method, discussed in technique, related to its designer-centric approach, ap- plicability (i.e., in which scenarios could the method be All authors are with the School of Communication, Arts and In- formation Technology at Lusofona´ University, Lisboa, Portugal e-mail: more useful), limitations, as well as alternative uses and [email protected] possible improvements. N. Fachada and D. de Andrade are with COPELABS, Lusofona´ University N. Codices´ is with Instituto Superior Tecnico,´ Lisboa, Portugal The paper is organized as follows. In Section II, we review 2 related work concerning the use of PCG for map design in might occupy in a chunk during play to determine which other computer games. In Section III, we describe the snappable chunks are adequate for combination, thus requiring pieces of meshes PCG technique, namely the components that make geometry annotated with gameplay information. up the system, and classify the method according to a well- PCG can be used together with pre-established level design known PCG taxonomy. A reference implementation of the patterns to generate desirable levels. Two proposals have method, developed in the Unity game engine, is presented in employed a MICC approach, where the contribution from Section IV. Several case studies are examined in Section V, the level designers is used in the optimization process of including one where the method was used for generating the generators’ evolutionary algorithm [14], [15]. This way, arenas for the aforementioned multiplayer combat game. A their accumulated knowledge of level design is fed into the discussion of the method, possible uses, limitations and poten- generators, refining not only level layouts but also agent and tial improvements follows in Section VI. Section VII closes item placement on each iteration. This is accomplished by the paper, offering some conclusions. identifying and then reinforcing the level design patterns in the heuristics, leading to both playable and enjoyable experiences. Sentient Sketchbook [16] is a MICC level design tool for II. BACKGROUND strategy games, where designers sketch maps while being The use of PCG for creating maps and levels in computer presented with similar, more detailed alternatives. These rec- games began in the late 1970’s with games such as Beneath ommendations are presented in real time using evolutionary Apple Manor and Rogue [7], and is unarguably the most search and employing gameplay metrics—such as balance, common use case of PCG in games [8]. Academic interest exploration, resources or navigability—as fitness dimensions. in this area has been growing, with a number of important A number of 3D map and level generation approaches developments occurring in the last 15 years [9], [10]. have also been proposed. SuSketch [17], aimed at generating PCG techniques are often fully autonomous, in the sense first-person shooter levels, is one such case. Like Sentient that the user simply performs some initial configuration, such Sketchbook, the user provides the initial designs and the as defining parameters and/or output constraints, before con- tool offers alternative layouts and feedback on a number tent is generated. Recently, mixed-initiative content creation of gameplay metrics in a full MICC fashion. Additionally, (MICC) techniques, in which a combination of human input SuSketch also provides gameplay predictions which take into and computer-assisted PCG are used, have gained traction in account different character classes. game development in general and map design in particular FPSEvolver is a 3D MICC generation proposal in which the [8], [11]. However, the line that separates autonomous PCG human contribution for level design comes from the players and MICC-PCG is ill-defined. For example, Yannakakis & themselves. It consists of a multiplayer shooter featuring a Togelius [8] claim that “the PCG process is autonomous when novel grid-based interactive evolution approach for generating the initiative of the designer is limited to algorithmic parame- maps according to the players’ preferences [18]. Players terizations before the generation starts”. Then, how to classify vote on a selection of evolving scenarios, with the goal of a PCG technique that works according to this statement, but generating levels in accordance with what they consider to be produces results which mainly depend on designer-provided a good map. building blocks, such as the one presented in this paper? Oblige is a 3D level generator for the
Recommended publications
  • 14 Apple Arcade Games to Play on Launch Day from Strategy to Action to Puzzle Games, Here’S Where You Should Head First
    APPLE MOBILE GAMING 11 14 Apple Arcade games to play on launch day From strategy to action to puzzle games, here’s where you should head first By Russ Frushtick @RussFrushtick Sep 19, 2019, 9:40am EDT Simogo Games Today’s launch of Apple Arcade might be overwhelming to some players. Subscribers who drop $4.99 a month get unlimited access to a large swath of games, and scrolling through the list can feel a bit like trying to find something good to watch on Netflix. The initial launch line-up includes over 50 games, but we’ve gone ahead and narrowed them down to 14 titles you’d do well to check out first. WHAT THE GOLF? Triband/The Label While there are plenty of thoughtful, story-driven games in the Apple Arcade collection, What the Golf? goes another way. What starts as a simple miniature golf game quickly evolves into a bizarre blend of physics-based chaos. One level might have you sliding an office chair around the course while another has you knocking full-sized buildings into the pin. The pick-up-and-play nature makes it an easy recommendation for your first dive into Apple Arcade. ASSEMBLE WITH CARE It makes sense that Apple would work with usTwo on an Apple Arcade release title. After all, the developer is known as one of the most successful mobile game makers ever, thanks to Monument Valley and its sequel. usTwo’s latest title, Assemble with Care, taps into humans’ love of taking things apart and putting them back together.
    [Show full text]
  • Video Gaming and Death
    Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo Rex Barnes Abstract This article examines the motif of death in popular electronic games and its imaginative applications when employing the Wolf Link Amiibo in The Legend of Zelda: Breath of the Wild (2017).
    [Show full text]
  • Colt Canyon - Fact Sheet
    Colt Canyon - Fact Sheet “People love westerns worldwide. There's something fantasy-like about an individual fighting the elements. Or even bad guys and the elements. It's a simpler time. There's no organized laws and stuff.” (Clint Eastwood) DEVELOPER TEAM: • Retrific aka. Jonathan Mannshoven (Concept, code, design, most of the pixel art) Plus Freelancer Support: • Niilo Takalainen (Sound) • Luigi-Maria Rapisarda (Music) • Fabian Donner (Additional art: User interface and some pixel art) JONATHAN MANNSHOVEN: • 24 years old • German solo developer and student, Colt Canyon his magnum opus • Studying Game Design, working on Colt Canyon in his free time • Making games is his passion, already spent many thousands of hours making games ATMOSPHERE, PROGRESSING & STORYTELLING: • Distinguished Western feel by environmental sounds, music and graphics • Focus on great gameplay and game feel, story kept simple • Roguelike progression through unlocking more characters (with varying stats and strengths) and weapons through various challenges – secrets or random encounters and by learning the games mechanics and getting to know the world’s objects and enemies. After a couple of failed runs, you will be able to read the environment more clearly and therefore be able to make decisions faster and easier, helping you to live on longer, until you finally beat the game. • Getting inspiration from games like Hotline Miami, Nuclear Throne, Enter The Gungeon, Hunt: Showdown, Red Dead Redemption and many others • Large, open levels allow for exploration and a unique atmosphere • High replayability FEATURES: • Simple on the surface but with a lot of depth and intertwining features • Easy to learn but hard to master • Polished to perfection • Roguelike gameplay mechanics incl.
    [Show full text]
  • Balasko-Mastersreport-2020
    The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay.
    [Show full text]
  • A Videogame with Skill-Based Challenge Generation Information
    Holiday Knight: a Videogame with Skill-based Challenge Generation Joao˜ Filipe Lopes Pardal Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisor: Professor Carlos Antonio´ Roque Martinho Examination Committee Chairperson: Professor Miguel Nuno Dias Alves Pupo Correia Supervisor: Professor Carlos Antonio´ Roque Martinho Member of the Committee: Professor Rui Filipe Fernandes Prada May 2019 Acknowledgments I want to acknowledge my dissertation supervisor Prof. Carlos Martinho for his insight, support, patience, immense amount of help and sharing of knowledge that has made this Thesis possible. I would like to thank my parents, brother and grandmother for their friendship, encouragement and caring over all these years, for always being there for me through thick and thin and without whom this project would not be possible. Last but not least, to all my friends and colleagues that helped me grow as a person and were always there for me during the good and bad times in my life. To each and every one of you – Thank you. Abstract Challenges in video games tend to be created in a ’one challenge for all players’ fashion, which creates different experiences for different players given that they do not all possess the same skills required to overcome said challenges. Some games offer the choice between a few difficulty settings like the well known easy, normal and hard format. But what if instead of one difficulty for everyone or making the player choose the difficulty he wants, the game could adjust
    [Show full text]
  • FULLTEXT01.Pdf
    Abstract Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2D Roguelike game to perform a qualitative study with eight participants, this dissertation shows an indication that procedurally generating Game Bits does not alter how the players experience a game or their desire to replay it. Keywords: Procedural content generation, PCG, Game Bits, Game User Experience, Roguelike. Table of Contents 1. Introduction 1 2. Background 2 2.1 Procedural Content Generation 2 2.2 PCG Methods 3 2.3 Layers of Game Content 4 2.4 PCG in games 5 2.5 Roguelikes 6 2.6 User Experience (UX) and Game User Experience 7 2.7 Color and emotion 10 2.8 Related studies 10 3. Problem 12 3.1 Method 13 3.2 Ethical considerations 15 4. The game prototype 16 4.1 Core mechanics and User Interface 16 4.2 Environment 18 4.3 Enemies 19 4.4 Environmental objects 22 5. Results and analysis 23 5.1 Participants and their background 23 5.2 General impression of the game 24 5.3 Enjoyment 25 5.4 Frustration 27 5.5 Replayability 28 5.6 Environment and aesthetic value 30 5.7 Analysis 32 6.
    [Show full text]
  • Eternal Coders the Veterans Making Games on Mobile
    ALL FORMATS LIFTING THE LID ON VIDEO GAMES Eternal coders The veterans making games on mobile Reviling rodents Point Blank Why rats continue to Code your own infest our video games shooting gallery Issue 20 £3 wfmag.cc Stealth meets Spaghetti Western UPGRADE TO LEGENDARY AG273QCX 2560x1440 F2P game makers have a responsibility to their players ree-to-play has brought gaming to billions offer: any player can close their account and receive of new players across the globe: from the a full refund for any spending within the last 60 days. middle-aged Middle Americans discovering This time limit gives parents, guardians, carers, and F hidden object puzzles to the hundreds of remorseful spenders a full billing cycle to spot errant millions of mobile gamers playing MOBAs in China. spending and another cycle to request their funds People who wouldn’t (or couldn’t) buy games now have WILL LUTON back. It’s also a clear signal to our players and the an unfathomable choice, spanning military shooters to gaming community that F2P is not predicated on Will Luton is a veteran interior decorating sims. one-time tricks but on building healthy, sustainable game designer and F2P is solely responsible for this dramatic expansion product manager relationships with players. of our art across the borders of age, race, culture, and who runs Department How such a refund policy would be publicised and continents. The joy of gaming is now shared by nearly of Play, the games adopted is a little more tricky. But faced with mounting industry’s first the entire globe.
    [Show full text]
  • GDC-2020-Slides-Player-Segments
    Action Social Mastery Achievement Immersion Creativity “Boom!” “Let’s Play Together” “Let Me Think” “I Want More” “Once Upon a Time” “What If?” Destruction Competition Challenge Completion Fantasy Design Guns. Explosives. Duels. Matches. Practice. High Get All Collectibles. Being someone else, Expression. Chaos. Mayhem. High on Ranking. Difficulty. Challenges. Complete All Missions. somewhere else. Customization. Excitement Community Strategy Power Story Discovery Fast-Paced. Action. Being on Team. Thinking Ahead. Powerful Character. Elaborate plots. Explore. Tinker. Surprises. Thrills. Chatting. Interacting. Making Decisions. Powerful Equipment. Interesting characters. Experiment. 8 How We Collected the Data and Developed the Model (First 10 minutes of talk): • Google “Nick Yee 2016 GamesUR” Deep Dive Details of the 12 Motivations (45-minute talk): • Google “Nick Yee 2019 GDC Deep Dive” Action Social Mastery Achievement Immersion Creativity “Boom!” “Let’s Play” “Let Me Think” “I Want More” “Once Upon a Time” “What If?” Destruction Competition Challenge Completion Fantasy Design Excitement Community Strategy Power Story Discovery Adrenaline Cool-Headed Expansive Immediate Long-Term Expressive Excite Me Cumulative Curious Bright Tall Wide 12 “Flexing My Reflexes.” • Gender o Male: 87% / Female: 11% / Non-Binary: 1% o Moderately lower % of female gamers than average (19%) • Age o Median: 26 o Is slightly older than average (24) • Gamer Type o Casual: 17% / Core: 62% / Hardcore: 21% o Moderately higher % of casual gamers than average (11%) • Gaming Frequency o Typical number of days per week where they play games for more than 30 minutes o 0-1 day: 11% o 2-3 days: 21% o 4-5 days: 25% o 6-7 days: 42% o Slightly lower gaming frequency than average (7%/18%/25%/50%) Motivation Profile • Popular Games • Is most interested in Challenge (high difficulty, practice, mastery) o Spelunky, Celeste, Super Metroid, Tetris, and Discovery (experiment, tinker, explore).
    [Show full text]
  • Angry Video Game Nerd Adventures
    Angry Video Game Nerd Adventures The Angry Video Game Nerd Adventures, also known as Angry Video Games Nerd Adventures, AVGN Adventures, AVGNA, and TAVGNA, is video game develop by studio Freakzone Games and publish by Screw Attack Entertainment on September 20, 2013, on Steam after being greenlit. In this game, the player takes control of the Angry Nerd and has to make its way through a “shitty video game” that resembles the feel and the aesthetics of the '80s and 90´s video games while trying to save his friends. The title tries to emulate the difficulty of the old school video games, and at the same time, the title is purposely designed to be the most frustrating and unfair game in gaming history. It was also the last game to be review by the Angry Video Game Nerd on his YouTube channel. A sequel was announced at San Diego ComicCon, with plans to release the game on Steam and Nintendo consoles. The sequel, The Angry Video Game Nerd Adventures 2: ASSimilation, was released in Spring 2016. Parodying the infamous Cheetahmen opening, the game starts in a slide-show style cutscene of the Nerd and his friends playing an unidentified game. Suddenly, his friends are sucked into the television as the Nerd successfully escapes the vortex by retreating into the basement. However, a hand reaches out of the basement's TV and yanks the Nerd, via his testicles, into Game Land, an amalgamation of all of the shitty, frustrating games the Nerd has played over the decade. Formally guided by Naggi, the patronizing firefly (a parody of The Legend of Zelda: Ocarina of Time's Navi) the Nerd must traverse the unfair plains of Game Land and find his friends and his way out.
    [Show full text]
  • The Secret Sauce of Indie Games
    EVERY ISSUE INCL. COMPANY INDEX 03-04/2017 € 6,90 OFFICIAL PARTNER OF DESIGN BUSINESS ART TECHNOLOGY THE SECRET SAUCE OF FEATURING NDIEThe Dwarves INDIE GAMES Can‘t Drive This I Cubiverse Savior GAMES GREENLIGHT BEST PRACTICE: TIPS TO NOT GET LOST ON STEAM LEVEL ARCHITECTURE CASE STUDY GREENLIGHT POST MORTEM INTERVIEW WITH JASON RUBIN HOW THE LEVEL DESIGN AFFECTS HOW WINCARS RACER GOT OCULUS‘ HEAD OF CONTENT ABOUT THE DIFFICULTY LEVEL GREENLIT WITHIN JUST 16 DAYS THE LAUNCH AND FUTURE OF VR Register by February 25 to save up to $300 gdconf.com Join 27,000 game developers at the world’s largest professional game industry event. Learn from experts in 500 sessions covering tracks that include: Advocacy Monetization Audio Production & Team Management Business & Marketing Programming Design Visual Arts Plus more than 50 VR sessions! NEW YEAR, NEW GAMES, NEW BEGINNINGS! is about 1.5 the world on edge with never-ending ques- months old, tionable decisions. Recently, Trump’s Muslim Dirk Gooding and just ban for entry into the United States caused Editor-in-Chief of Making Games Magazin within these mass protests and numerous reactions by few weeks it the international games industry which is seemed that negatively affected by such a ban in a not-to- 2017one news followed the other. The first big be underestimated way. Will 2017 be another conferences and events like Global Game troublesome year? Before Christmas, we Jam, PAX South, GIST, Casual Connect or asked acclaimed experts and minds of the White Nights in Prague are over, but the German games industry to name their tops planning for the next events like QUO and flops, desires and predictions – for both Nico Balletta VADIS and our very own Making Games last and this year.
    [Show full text]
  • Comparing the Structures and Characteristics of Different Game Social Networks - the Steam Case
    Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case Enrica Loria Alessia Antelmi Johanna Pirker ISDS Institute Dipartimento di Informatica ISDS Institute Graz University of Technology Universita` degli Studi di Salerno Graz University of Technology Graz, Austria Salerno, Italy Graz, Austria [email protected] [email protected] [email protected] Abstract—In most games, social connections are an essential single-player games communities. Those works are generally part of the gaming experience. Players connect in communities interested in connecting social interaction patterns to players’ inside or around games and form friendships, which can be activity and engagement in the specific context without analyz- translated into other games or even in the real world. Recent research has investigated social phenomena within the player ing the community at a higher level and making a cross-game social network of several multiplayer games, yet we still know comparison. Players connect in the game, social platforms, and very little about how these networks are shaped and formed. game providers. As a result, the investigation of the social Specifically, we are unaware of how the game type and its nature of games is more complex than just analyzing in- mechanics are related to its community structure and how those game social networks. Nevertheless, we are still unaware of structures vary in different games. This paper presents an initial analysis of Steam users and how friendships on Steam are how and whether the characteristics of games reflect on the formed around 200 games. We examine the friendship graphs way players connect and which are the design elements or of these 200 games by dividing them into clusters to compare mechanics fostering more cohesive communities.
    [Show full text]
  • This Village.” Grand Story.”
    Action Social Mastery Achievement Immersion Creativity “Boom!” “Let’s Play Together” “Let Me Think” “I Want More” “Once Upon a Time” “What If?” Destruction Competition Challenge Completion Fantasy Design Guns. Explosives. Duels. Matches. Practice. High Get All Collectibles. Being someone else, Expression. Chaos. Mayhem. High on Ranking. Difficulty. Challenges. Complete All Missions. somewhere else. Customization. Excitement Community Strategy Power Story Discovery Fast-Paced. Action. Being on Team. Thinking Ahead. Powerful Character. Elaborate plots. Explore. Tinker. Surprises. Thrills. Chatting. Interacting. Making Decisions. Powerful Equipment. Interesting characters. Experiment. 2 Action Social Mastery Achievement Immersion Creativity “Boom!” “Let’s Play” “Let Me Think” “I Want More” “Once Upon a Time” “What If?” Destruction Competition Challenge Completion Fantasy Design Excitement Community Strategy Power Story Discovery Adrenaline Cool-Headed Expansive Immediate Long-Term Expressive Excite Me Cumulative Curious Bright Tall Wide 5 Acrobat Gardener Slayer Skirmisher Gladiator “Flexing My Reflexes.” “Quiet, Relaxing Task “Cinematic Mayhem “Jumping Into The Fray “Dedicated, hardcore Motto Completion.” With a Purpose.” of Battle.” gaming.” Top Challenge + Fantasy + Story + Destruction + Challenge + Completion Mot. Discovery Destruction Competition Completion + Comm, Pop Spelunky, Celeste, Candy Crush, Solitaire, Firewatch, Uncharted, Rust, Call of Duty, Mobile Legends, Games Super Metroid, Tetris Animal Crossing Tomb Raider Battlefield
    [Show full text]