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Designing Semantic Game Worlds
2012
Proceedings of the The third workshop on Procedural Content Generation in Games - PCG'12
Current game worlds often fall short in providing consistency between the visual representation of the world and the way it feels, behaves, and reacts. This problem partly originates from the goaloriented and cost-effective nature of the game development process, which mostly favors ad hoc solutions for one particular game, rather than investing in concepts like reusability and emergent gameplay. In broader terms, we observe that game worlds miss semantics, and we argue that its deployment has
doi:10.1145/2538528.2538530
dblp:conf/fdg/KessingTB12
fatcat:hlqt66zhxjevrdm7ceti66yqwu