Procedural Video Game Content Generation Task

Jump to: navigation, search

A Procedural Video Game Content Generation Task is a procedural content generation of video game content.



  • (Wikipedia, 2017) ⇒ Retrieved:2017-10-7.
    • Though modern computer games do not have the same memory and hardware restrictions that earlier games had, the use of procedural generation is frequently employed to create randomized games, maps, levels, characters, or other facets that are unique on each playthrough. In 2004, a PC first-person shooter called .kkrieger was released that made heavy use of procedural synthesis: while quite short and very simple, the advanced video effects were packed into just 96 kilobytes. In contrast, many modern games have to be released on DVDs, often exceeding 2 gigabytes in size, more than 20,000 times larger. Naked Sky's RoboBlitz used procedural generation to maximize content in a less than 50 MB downloadable file for Xbox Live Arcade. Will Wright's Spore also makes use of procedural synthesis. Procedural generation is often used in loot systems of quest-driven games, such as action role-playing games and massive multiplayer online role playing games. Though quests may feature fixed rewards, other loot, such as weapons and armor, may be generated for the player based on the player-character's level, the quest's level, their performance in the quest, and other random factors. This often leads to loot having a rarity quality applied to reflect when the procedural generation system has produced an item with better-than-average attributes. For example, the Borderlands series is based on its procedural generation system which can create over a million unique guns and other equipment. Many open world or survival games procedurally create a game world from a random seed or one provided by the player, so that each playthrough is different. These generation systems create numerous pixel- or voxel-based biomes with distribution of resources, objects, and creatures. The player frequently has the ability to adjust some of the generation parameters, such as specifying the amount of water coverage in a world. Examples of such games include Dwarf Fortress and Minecraft. An artifact of the procedural generation around these games is that if the space that the player is allowed to explore is not limited, the randomness of the procedural generation will start to produce more noise than content; this is exemplified in the idea of the "Far Lands" within some earlier versions of Minecraft, where the usual smooth transitions between biomes was replaced with haphazard formations.

      Procedural generation is also used in open-world games of very large scale, particularly in space flight simulator games. Elite: Dangerous, though using the 400 billion known stars of the Milky Way Galaxy as its world basis, uses procedural generation to simulate the planets in these solar systems. Similarly, Star Citizen utilises the technology for its planets, to create a collection of seamlessly-loaded planet-sized planets among its hand-crafted universe. I-Novae Infinity features a plethora of planets which are procedurally generated between which the player can travel via space ships. Outerra Anteworld is a video game in development that uses procedural generation and real world data to create a virtual replica of planet Earth in true scale. No Man's Sky features a universe containing 18 quintillion planets which are procedurally generated on the fly as the player encounters them, including their terrain, weather, flora, and fauna, as well as a number of space-faring alien species. This universe is defined by the use of a single random seed number to their deterministic engine, assuring that the same content will generated at the same places for all players, which enables players to share discoveries using only knowledge of the locations of the planets in the virtual galaxy.[1] Games that feature co-operative play may use procedural generation to craft unique experiences for the players as they complete the game. The Left 4 Dead series, based on a zombie apocalypse setting, uses an AI Director, an artificial intelligence that monitors the behavior of the players and creates a dynamic experience to keep players alert. It can sense when players have become comfortable and spawn new zombies and hordes to attack the players in mid-level and alter which routes are available for players to take. Similar concepts are used for games like Warhammer: End Times – Vermintide.

  1. Cite error: Invalid <ref> tag; no text was provided for refs named new yorker