This dissertation presents a study that explores the idea of implementing PCG in game bits. Procedural Content Generation (PCG) refers to content in games that is created by an algorithm rather than a human. Game bits is the part of game content that relates to graphics, audio and other elements that don’t directly affect gameplay. The goal was to find out what a PCG implementation in game bits needs to affect player behaviour. Qualitative play sessions with interviews were performed to examine potential ways this could occur. Results show that no noticeable behavioural differences appeared due to PCG in game bits, but three properties are set up detailing how implementations would increase the odds of affecting player behaviour. These properties are: PCG implementation changing visuals drastically, different visual elements matching and game space generation matching game bits repeatedly.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-18695 |
Date | January 2020 |
Creators | Johansson, Gustav |
Publisher | Högskolan i Skövde, Institutionen för informationsteknologi |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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