Difference between revisions of "Procedurally Generated Game Worlds"

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== Consequences ==
 
== Consequences ==
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Since [[Procedurally Generated Game Worlds]] can be larger than manually created [[Game Worlds]], they to a larger extent support a [[Game World Exploration]] that gives players a [[Freedom of Choice]] of what to explore (this is for example the case in [[Minecraft]] and the [[Elite series]]). Further, since worlds in general are assumed to be large, the larger size that [[Procedurally Generated Game Worlds]] support help games maintain [[Thematic Consistency]] even if this really may be an [[Illusion of Open Space]] due to interesting gameplay being rare and mainly existing in some manually created places.
  
 
== Relations ==
 
== Relations ==

Revision as of 18:04, 4 September 2011

Game worlds created through algorithms.

This pattern is a still a stub.

Examples

The space-based computer games in the Elite series created several galaxies that players could explore using procedural generation. Several Tabletop Roleplaying Games, including Traveller and GURPS through the GURPS Space supplement, similarly have rules for generating solar systems and planets but since these algorithms need to be calculated by people these game worlds tend to be smaller.

Minecraft, NetHack, and Slaves to Armok II: Dwarf Fortress all create their game worlds or levels through algorithms based upon random seeds. The Just Cause series used procedural generation to create the basis for the large gameplay areas provided in these games, and then manually added specific features to provide the background for the main story structure.

Some games uses weaker form of Procedurally Generated Game Worlds in that either the procedure is neither not that complex or does not provide that much variation. For example, the resource tiles used in Settlers of Catan are typically randomized. In another example, the Left 4 Dead series uses a small amount of procedural generation to create variations in game levels, mainly by blocking some routes and opening some other.

The site GiantBomb has a page[1] for games that use procedural generation for any purpose, not only creating game worlds.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Since Procedurally Generated Game Worlds can be larger than manually created Game Worlds, they to a larger extent support a Game World Exploration that gives players a Freedom of Choice of what to explore (this is for example the case in Minecraft and the Elite series). Further, since worlds in general are assumed to be large, the larger size that Procedurally Generated Game Worlds support help games maintain Thematic Consistency even if this really may be an Illusion of Open Space due to interesting gameplay being rare and mainly existing in some manually created places.

Relations

Can Instantiate

Game World Exploration, Illusion of Open Space, Thematic Consistency

with ...

Can Modulate

Game Worlds

Can Be Instantiated By

Randomness, Tiles

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Predetermined Story Structures

History

New pattern created in this wiki.

References

  1. Page on the GiantBomb site for games using procedural generation.

Acknowledgements

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