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Procedural Generation in Level Design: Pros and Cons
Procedural generation is a powerful tool in level design, offering both advantages and challenges. It involves using algorithms to create game content dynamically, which can lead to unique and diverse gaming experiences.
One of the primary benefits of procedural generation is increased replayability. Games like Spelunky and No Man’s Sky use procedural techniques to generate levels and worlds, ensuring that no two playthroughs are the same (Togelius, Shaker, & Nelson, 2016). This unpredictability keeps players engaged and encourages exploration, as they encounter new challenges each time they play.
Procedural generation also allows developers to create vast amounts of content with relatively fewer resources. By leveraging algorithms, designers can produce large and varied environments without manually crafting each element (Hendrikx et al., 2013). This is particularly beneficial for indie developers who may lack the resources to build extensive worlds.
However, procedural generation comes with its own set of challenges. One major drawback is the potential lack of narrative cohesion and handcrafted quality. Since levels are generated algorithmically, they may lack the intentional design and storytelling that human designers can provide (Smith & Mateas, 2011). Balancing randomness with structured design can be difficult, and poorly implemented procedural content can lead to repetitive or nonsensical game worlds.
Despite these challenges, procedural generation remains a valuable tool in level design. By combining procedural techniques with traditional design approaches, developers can create rich and engaging experiences that balance randomness with purposeful design.
Academic References Hendrikx, M., Meijer, S., Van Der Velden, J., & Iosup, A. (2013). Procedural content generation for games: A survey. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 9(1), 1-22. Smith, G., & Mateas, M. (2011). Answer set programming for procedural content generation: A design space approach. IEEE Transactions on Computational Intelligence and AI in Games, 3(3), 187-200. Togelius, J., Shaker, N., & Nelson, M. J. (2016). Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer.
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vraj247 · 7 years
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(via To do list by Vikas Raj Yadav)
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amtsb · 7 years
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Readings related to my research
Game Sound Technology and Player Interaction: Concept and Development by Mark Grimshaw
An Introduction to Procedural Audio in Video Games by Karen Collins
http://proceduralaudionow.com/
Procedural Music for Video Games: Are we there yet? by Nicolas Fournel
(Online Lecture): http://www.aes-uk.org/forthcoming-meetings/procedural-audio/
Procedural Audio for Games using GAF by Veneri, Gros and Natkin
Serious Games Development and Application by Ma, Oliveira, Petersen and Hauge
Procedural Audio in Computor Games using Motion Controllers: An Evaluation on the Effect and Perception by Bottcher https://www.hindawi.com/journals/ijcgt/2013/371374/
Procedural Audio Modelling for Particle-Based Environmental Effects by Verron and Drettakis
Current problems and future possibilities of procedural audio in computer games by Niels Böttcher (This one may be difficult to reference as I will have to buy it if I wish to read it)
Experience-driven Procedural Music Generation for Games by Plans and Morelli
Designing Sound by Andy Farnell
Procedural Content Generation for Games: A Survey by Hendrikx, Meijer, Van Der Velden and Iosup
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evillikes-fe · 7 years
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