
This paper discusses the concept of procedural content generation-based (PCG-based) game design as a way to create new kinds of playable experiences. We examine the different ways that PCG is currently used in games, and how that use impacts the meaning of the game and the player's experience. Finally, we discuss the design and implementation of an experimental PCG-based 2D platformer called Rathenn, which provides the player with control over the level they are playing while they explore both the physical and generative spaces of the game.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 28 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 10% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 10% |
