Difference between revisions of "Procedurally Generated Game Worlds"
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The space-based computer games in the [[Elite series]] created several galaxies that players could explore using procedural generation. Several [[:Category:Tabletop Roleplaying Games|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. | The space-based computer games in the [[Elite series]] created several galaxies that players could explore using procedural generation. Several [[:Category:Tabletop Roleplaying Games|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. | + | [[Minecraft]], [[NetHack]], and [[Slaves to Armok II: Dwarf Fortress]] all create their game worlds or levels through algorithms based upon random seeds. The computer-based [[Civilization (video game) series|Civilization series]] created randomized worlds for players although some scenarios have predefined ones and |
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+ | 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. | 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. | ||
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== Using the pattern == | == Using the pattern == | ||
+ | Designing for games to have [[Procedurally Generated Game Worlds]] requires creating algorithms that given some input can create [[Game Worlds]]. These algorithms typically require the specification of several abstract concepts that may or may not be perceivable to players (e.g. the biomes in [[Minecraft]] and the concept of solar systems, planets and moons in the [[Elite series]]) but at some level need to generate concrete elements, typically [[Tiles]]. | ||
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+ | [[Randomness]] is nearly always an input to these algorithms, but in some cases (e.g. [[Minecraft]]) players have the option of | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == 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. | + | 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. |
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+ | Given that [[Procedurally Generated Game Worlds]] in practice always use [[Randomness]], they can provide [[Replayability]] through giving players new [[Game Worlds]] to explore each new game instance. | ||
== Relations == | == Relations == | ||
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[[Game World Exploration]], | [[Game World Exploration]], | ||
[[Illusion of Open Space]], | [[Illusion of Open Space]], | ||
+ | [[Replayability]], | ||
[[Thematic Consistency]] | [[Thematic Consistency]] | ||
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=== Can Modulate === | === Can Modulate === |
Revision as of 18:14, 4 September 2011
Game worlds created through algorithms.
This pattern is a still a stub.
Contents
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 computer-based Civilization series created randomized worlds for players although some scenarios have predefined ones and
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
Designing for games to have Procedurally Generated Game Worlds requires creating algorithms that given some input can create Game Worlds. These algorithms typically require the specification of several abstract concepts that may or may not be perceivable to players (e.g. the biomes in Minecraft and the concept of solar systems, planets and moons in the Elite series) but at some level need to generate concrete elements, typically Tiles.
Randomness is nearly always an input to these algorithms, but in some cases (e.g. Minecraft) players have the option of
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.
Given that Procedurally Generated Game Worlds in practice always use Randomness, they can provide Replayability through giving players new Game Worlds to explore each new game instance.
Relations
Can Instantiate
Game World Exploration, Illusion of Open Space, Replayability, Thematic Consistency
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Predetermined Story Structures
History
New pattern created in this wiki.
References
Acknowledgements
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