Understanding procedural content generation

André Casaleiro, Rui Craveirinha, Licinio Roque
2014 Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14   unpublished
Adamastor is an exploration game with rogue-like elements that uses a Generative Game Design approach. The game takes place on a living planet where the player must search for a sanctuary hidden in the game world. The planet is sentient, and using procedural generation shifts its own land masses and oceans, while adapting its terrain types and geology to create obstacles, affect the player's perceptions to trying and stop the sanctuary to be found. The idea is to use PCG (Procedural Content
more » ... cedural Content Generation) to mediate emotions such as the feeling of challenge of going against the elements and uncertainty of exploring the unknown.
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