In this article we bring the concepts of narrativism and ludology to automatic level generation for platform videogames. The initial motivation is to understand how this genre has been used as a storytelling medium. Based on a narrative theory of games, the differences among several titles have been identi- fied. In addition, we propose a set of abstraction layers to describe the content of a quest-based story in the particular context of videogames. Regarding auto- matic level generation for platform videogames, we observed that the existing approaches are directed to lower abstraction concepts such as avatar movements without a particular context or meaning. This leads us to the challenge of auto- matically creating more contextualized levels rather than only a set of consistent and playable entertaining tasks. With that in mind, a set of higher level design patterns are presented and their potential usages are envisioned and discussed.
|Title of host publication||Lecture Notes in Computer Science|
|Publication status||Published - 1 Jan 2013|
|Event||10th International Conference Advances in Computer Entertainment - |
Duration: 1 Jan 2013 → …
|Conference||10th International Conference Advances in Computer Entertainment|
|Period||1/01/13 → …|