“那场该死的沙尘暴”:通过考古叙事研究程序化生成
'That Darned Sandstorm': A Study of Procedural Generation through Archaeological Storytelling
AI总结:
本文通过一款名为《Nothing Beside Remains》的生成式考古游戏,研究程序化生成环境的叙事可供性,并基于187名玩家的调查数据,初步分析了有意引导玩家解读的效果及一个故障带来的意外影响。
摘要:
程序化内容生成已被应用于许多领域,尤其是关卡设计,但生成式游戏环境的叙事可供性相对研究不足。在本文中,我们展示了首次尝试,通过我们称之为生成式考古游戏的视角来研究这些效果,该游戏促使玩家以考古学方式解读游戏世界中生成的内容。我们报告了一项调查,该调查收集了187名参与者游玩游戏《Nothing Beside Remains》的定性与定量体验数据。我们对自己有意促使玩家进行解读的尝试,以及一个故障对玩家游戏体验产生的无意影响,提供了一些初步分析。
英文摘要:
Procedural content generation has been applied to many domains, especially level design, but the narrative affordances of generated game environments are comparatively understudied. In this paper we present our first attempt to study these effects through the lens of what we call a generative archaeology game that prompts the player to archaeologically interpret the generated content of the game world. We report on a survey that gathered qualitative and quantitative data on the experiences of 187 participants playing the game Nothing Beside Remains. We provide some preliminary analysis of our intentional attempt to prompt player interpretation, and the unintentional effects of a glitch on the player experience of the game.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。