• Medientyp: E-Artikel
  • Titel: Procedural Content Generation for Game Props? A Study on the Effects on User Experience
  • Beteiligte: Korn, Oliver; Blatz, Michael; Rees, Adrian; Schaal, Jakob; Schwind, Valentin; Görlich, Daniel
  • Erschienen: Association for Computing Machinery (ACM), 2017
  • Erschienen in: Computers in Entertainment
  • Sprache: Englisch
  • DOI: 10.1145/2974026
  • ISSN: 1544-3574
  • Schlagwörter: Computer Science Applications
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  • Beschreibung: <jats:p>This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game.</jats:p> <jats:p>We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocode implementation showing how Perlin or Simplex noise can be used efficiently.</jats:p> <jats:p>In a comparative study, we investigate two alternative implementations of a decisive game prop: once created traditionally by artists and once generated by procedural algorithms. 41 test subjects played both implementations. The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing. In addition, the ever-changing nature of the procedurally generated environments is preferred with high significance, especially by players aged 45 and above.</jats:p>