Tabletop Roleplaying Games as Procedural Content GeneratorsVisa övriga samt affilieringar
2020 (Engelska)Ingår i: FDG '20: International Conference on the Foundations of Digital Games / [ed] Yannakakis G.N.,Liapis A.,Penny K.,Volz V.,Khosmood F.,Lopes P., New York: Association for Computing Machinery (ACM), 2020, artikel-id 103Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research-including possibility spaces, expressive range analysis, and generative pipelines-to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.
Ort, förlag, år, upplaga, sidor
New York: Association for Computing Machinery (ACM), 2020. artikel-id 103
Serie
ACM International Conference Proceeding Series
Nyckelord [en]
games, generative methods, procedural content generation, roleplaying games, storytelling, Computer applications, Computer programming, Case-studies, Generator design, Range analysis, Role-playing game, Computer games
Nationell ämneskategori
Data- och informationsvetenskap
Identifikatorer
URN: urn:nbn:se:sh:diva-42114DOI: 10.1145/3402942.3409605Scopus ID: 2-s2.0-85092321878ISBN: 9781450388078 (digital)OAI: oai:DiVA.org:sh-42114DiVA, id: diva2:1478162
Konferens
15th International Conference on the Foundations of Digital Games, FDG 2020; Bugibba; Malta, September 15-18, 2020
2020-10-212020-10-212025-10-07Bibliografiskt granskad