Difference between revisions of "Procedurally Generated Game Worlds"

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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
''...''
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''Game worlds created through algorithms.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
  
 
=== Examples ===
 
=== Examples ===
NetHack
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The space-based computer game [[Elite]] 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.
  
Just Cause
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[[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
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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.
  
Dwarf Fortress
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The site GiantBomb has a page<ref name="giantbomb"/> for games that use procedural generation for any purpose, not only creating game worlds.
 
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Settlers of Catan
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== Using the pattern ==
 
== Using the pattern ==
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== Relations ==
 
== Relations ==
 +
Freedom of Choice (← links)
 +
Thematic Consistency (← links)
 +
Illusion of Open Space
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Predetermined Story Structures]]
  
 
== History ==
 
== History ==
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== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="giantbomb">[http://www.giantbomb.com/procedural-generation/92-328/ Page] on the GiantBomb site for games using procedural generation.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
-
 
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Revision as of 17:53, 4 September 2011

Game worlds created through algorithms.

This pattern is a still a stub.

Examples

The space-based computer game Elite 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

Relations

Freedom of Choice (← links) Thematic Consistency (← links) Illusion of Open Space

Can Instantiate

with ...

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

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

Acknowledgements

-