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:过程化内容生成已广泛应用于诸多领域,尤其是关卡设计,但生成游戏环境中的叙事可供性研究相对不足。本文首次尝试通过我们称之为"生成式考古游戏"的视角研究这些效应——该游戏促使玩家对游戏世界生成的内容进行考古学解读。我们报告了一项问卷调查结果,收集了187名参与者在游玩《无物留存》游戏时的定性与定量体验数据。我们提供了初步分析:既有我们刻意引导玩家解读的意图性尝试,也有因程序错误对玩家游戏体验产生的非预期影响。