Title
Design metaphors for procedural content generation in games
Abstract
Procedural content generation (PCG), the algorithmic creation of game content with limited or indirect user input, has much to offer to game design. In recent years, it has become a mainstay of game AI, with significant research being put towards the investigation of new PCG systems, algorithms, and techniques. But for PCG to be absorbed into the practice of game design, it must be contextualised within design-centric as opposed to AI or engineering perspectives. We therefore provide a set of design metaphors for understanding potential relationships between a designer and PCG. These metaphors are: tool, material, designer, and domain expert. By examining PCG through these metaphors, we gain the ability to articulate qualities, consequences, affordances, and limitations of existing PCG approaches in relation to design. These metaphors are intended both to aid designers in understanding and appropriating PCG for their own contexts, and to advance PCG research by highlighting the assumptions implicit in existing systems and discourse.
Year
DOI
Venue
2013
10.1145/2470654.2466201
CHI
Keywords
Field
DocType
procedural content generation,appropriating pcg,pcg approach,design metaphor,game design,game content,significant research,pcg research,game ai,new pcg system
Content generation,Computer science,Subject-matter expert,Game design,Human–computer interaction,Multimedia,Affordance,Metaphor
Conference
Citations 
PageRank 
References 
8
0.73
24
Authors
3
Name
Order
Citations
PageRank
Rilla Khaled1109681.72
Mark J. Nelson233435.29
Pippin Barr322221.98