Procedural content generation has been applied to many domains, especially level design, but the narrative affordances of generated game environments are comparatively understudied. In this paper we present our first attempt to study these effects through the lens of what we call a generative archaeology game that prompts the player to archaeologically interpret the generated content of the game world. We report on a survey that gathered qualitative and quantitative data on the experiences of 187 participants playing the game Nothing Beside Remains. We provide some preliminary analysis of our intentional attempt to prompt player interpretation, and the unintentional effects of a glitch on the player experience of the game.
翻译:程序产生内容已应用于许多领域,尤其是关卡设计,但程序产生游戏环境的叙事效应相对较少研究。在本文中,我们通过所谓的生成考古学游戏的方式首次尝试通过这种方式研究这些效应,该游戏提示玩家考古地解释游戏世界的生成内容。我们报告了一项调查,该调查收集了187个参与玩Nothing Beside Remains游戏的人的定性和定量数据。我们对我们有意识的尝试引导玩家解释以及故障对玩家游戏体验的无意中的影响进行了初步分析。