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dc.contributor.authorThomson, Alec
dc.contributor.authorFernandez-Vara, Clara
dc.date.accessioned2015-12-15T15:43:43Z
dc.date.available2015-12-15T15:43:43Z
dc.date.issued2012-05
dc.identifier.isbn9781450314473
dc.identifier.urihttp://hdl.handle.net/1721.1/100267
dc.description.abstractThis project tackles procedural generation of narrative puzzles found in adventure games. The challenge is not only generating the puzzles in games which traditionally only have one walkthrough, but also making the development process accessible to designers. Given that the goal is to make these games playable and easy to develop, the focus of this project is facilitating the immediate development of these games. This paper describes the system of procedural generation of one game, Symon, which was the reference and inspiration for a standalone toolset, the Puzzle Dice System to create other adventure games with procedurally generated puzzles. The toolset has been put to the test with another game, Stranded in Singapore, and it is still being expanded and improved on at the moment of writing.en_US
dc.language.isoen_US
dc.publisherAssociation for Computing Machinery (ACM)en_US
dc.relation.isversionofhttp://dx.doi.org/10.1145/2538528.2538538en_US
dc.rightsArticle is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.en_US
dc.sourceMIT web domainen_US
dc.titleProcedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice Systemen_US
dc.typeArticleen_US
dc.identifier.citationClara Fernandez-Vara and Alec Thomson. 2012. Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System. In Proceedings of the The third workshop on Procedural Content Generation in Games (PCG '12).en_US
dc.contributor.departmentMassachusetts Institute of Technology. Program in Comparative Media Studies/Writing
dc.contributor.mitauthorFernandez-Vara, Claraen_US
dc.contributor.mitauthorThomson, Alecen_US
dc.relation.journalProceedings of the The third workshop on Procedural Content Generation in Games (PCG '12)en_US
dc.eprint.versionAuthor's final manuscripten_US
dc.type.urihttp://purl.org/eprint/type/ConferencePaperen_US
eprint.statushttp://purl.org/eprint/status/NonPeerRevieweden_US
dspace.orderedauthorsFernandez-Vara, Clara; Thomson, Alecen_US
dc.identifier.orcidhttps://orcid.org/0000-0002-1579-2384
mit.licensePUBLISHER_POLICYen_US
mit.metadata.statusComplete


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