用于设计游戏关卡进程的混合主动工具

Eric Butler, Adam M. Smith, Yun-En Liu, Zoran Popovic
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引用次数: 61

摘要

创造游戏内容需要在多个尺度上平衡设计考虑:每个关卡都需要努力和迭代来制作,并且必须尊重游戏概念引入的顺序等广泛的限制。游戏设计师目前会制定非正式的游戏关卡组合计划,但当关卡在迭代和测试过程中发生变化时,他们很少更新这些计划。这将导致违反约束,并使更改高级计划的代价高昂。为了解决这些问题,我们探索了混合主动游戏进程创作工具的创造,这些工具明确地模拟了广泛的设计考虑。这些工具让设计师能够明确进度限制,并在编辑关卡时保持计划同步。这使设计人员能够在大范围和小范围编辑之间切换,并允许自动检测由编辑级别引起的问题。我们进一步利用程序内容生成的优势来帮助设计师快速探索和测试游戏进程。我们在我们积极开发的教育游戏《Refraction》中呈现了这种工具的原型实现。我们还描述了如何将该系统扩展到其他游戏和领域,特别是数学问题集和交互式编程教程领域。
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A mixed-initiative tool for designing level progressions in games
Creating game content requires balancing design considerations at multiple scales: each level requires effort and iteration to produce, and broad-scale constraints such as the order in which game concepts are introduced must be respected. Game designers currently create informal plans for how the game's levels will fit together, but they rarely keep these plans up-to-date when levels change during iteration and testing. This leads to violations of constraints and makes changing the high-level plans expensive. To address these problems, we explore the creation of mixed-initiative game progression authoring tools which explicitly model broad-scale design considerations. These tools let the designer specify constraints on progressions, and keep the plan synchronized when levels are edited. This enables the designer to move between broad and narrow-scale editing and allows for automatic detection of problems caused by edits to levels. We further leverage advances in procedural content generation to help the designer rapidly explore and test game progressions. We present a prototype implementation of such a tool for our actively-developed educational game, Refraction. We also describe how this system could be extended for use in other games and domains, specifically for the domains of math problem sets and interactive programming tutorials.
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