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那个可恶的沙尘暴 ': 通过考古叙事研究程序化生成【英文版】.pdf |
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英文标题:'That Darned Sandstorm': A Study of Procedural Generation through Archaeological Storytelling中文摘要:本文介绍了一种通过生成考古游戏探究基于 Procedural content generation 的游戏环境的叙事潜力,通过对 187 名参与者游玩 Nothing Beside Remains 游戏的质和量的调查,提供了一些初步的分析和对播放器解译和游戏玩家体验的意外效果的讨论。英文摘要:Procedural content generation has been applied to many domains, especiallylevel design, but the narrative affordances of generated game environments arecomparatively understudied. In this paper we present our first attempt to studythese effects thro
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