Claudio Mazza, L. Ripamonti, D. Maggiorini, Davide Gadia
{"title":"FUN PLEdGE 2.0: a FUNny Platformers LEvels GEnerator (Rhythm Based)","authors":"Claudio Mazza, L. Ripamonti, D. Maggiorini, Davide Gadia","doi":"10.1145/3125571.3125592","DOIUrl":null,"url":null,"abstract":"Procedural Content Generation is quite diffused in the field of video games design and development, since it can help in relieving designers from the burden of repetitive work, optimizing the development process, increasing re-playability, adapting games to specific audiences, and enabling new games mechanics. Anyway, when applying generative techniques, it is important not to forget that the main target is not optimization, but providing fun and compelling experiences to the player. In the present work, we tackle the issue of creating and testing an automated level editor for platform video games, starting from the work of [22,31]. The tool is aimed at producing levels that are both playable and fun, using as a starting point for the structure of the levels Afro-American musical rhythms. At the same time, it should guarantee maximum freedom to the level designer, and interactively suggest corrections functional to the quality of the player experience.","PeriodicalId":374214,"journal":{"name":"Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter","volume":"43 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3125571.3125592","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9
Abstract
Procedural Content Generation is quite diffused in the field of video games design and development, since it can help in relieving designers from the burden of repetitive work, optimizing the development process, increasing re-playability, adapting games to specific audiences, and enabling new games mechanics. Anyway, when applying generative techniques, it is important not to forget that the main target is not optimization, but providing fun and compelling experiences to the player. In the present work, we tackle the issue of creating and testing an automated level editor for platform video games, starting from the work of [22,31]. The tool is aimed at producing levels that are both playable and fun, using as a starting point for the structure of the levels Afro-American musical rhythms. At the same time, it should guarantee maximum freedom to the level designer, and interactively suggest corrections functional to the quality of the player experience.