Procedural Generation of Content for Online Role Playing Games

Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a r...

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Bibliographic Details
Main Author: Doran, Jonathon
Other Authors: Parberry, Ian
Format: Others
Language:English
Published: University of North Texas 2014
Subjects:
Online Access:https://digital.library.unt.edu/ark:/67531/metadc700051/
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spelling ndltd-unt.edu-info-ark-67531-metadc7000512017-03-17T08:41:35Z Procedural Generation of Content for Online Role Playing Games Doran, Jonathon MMORPG procedural content generator role playing game content on-demand Computer games -- Programming. Fantasy games. Role playing. Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation, something which cannot be done with current techniques. Using developers to create rules and assets for a content generator instead of creating content directly will lower development costs as well as reduce the development time for new game content to seconds rather than days. This work is part of the field of computational creativity, and involves the use of computers to create aesthetically pleasing game content, such as terrain, characters, and quests. I demonstrate agent-based terrain generation, and economic modeling of game spaces. I also demonstrate the autonomous generation of quests for online role playing games, and the ability to play these quests using an emulated Everquest server. University of North Texas Parberry, Ian Mikler, Armin Renka, Robert Joseph Akl, Robert G. 2014-08 Thesis or Dissertation x, 132 pages : illustrations (chiefly color) Text https://digital.library.unt.edu/ark:/67531/metadc700051/ ark: ark:/67531/metadc700051 English Public Doran, Jonathon Copyright Copyright is held by the author, unless otherwise noted. All rights reserved.
collection NDLTD
language English
format Others
sources NDLTD
topic MMORPG
procedural content generator
role playing game
content on-demand
Computer games -- Programming.
Fantasy games.
Role playing.
spellingShingle MMORPG
procedural content generator
role playing game
content on-demand
Computer games -- Programming.
Fantasy games.
Role playing.
Doran, Jonathon
Procedural Generation of Content for Online Role Playing Games
description Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation, something which cannot be done with current techniques. Using developers to create rules and assets for a content generator instead of creating content directly will lower development costs as well as reduce the development time for new game content to seconds rather than days. This work is part of the field of computational creativity, and involves the use of computers to create aesthetically pleasing game content, such as terrain, characters, and quests. I demonstrate agent-based terrain generation, and economic modeling of game spaces. I also demonstrate the autonomous generation of quests for online role playing games, and the ability to play these quests using an emulated Everquest server.
author2 Parberry, Ian
author_facet Parberry, Ian
Doran, Jonathon
author Doran, Jonathon
author_sort Doran, Jonathon
title Procedural Generation of Content for Online Role Playing Games
title_short Procedural Generation of Content for Online Role Playing Games
title_full Procedural Generation of Content for Online Role Playing Games
title_fullStr Procedural Generation of Content for Online Role Playing Games
title_full_unstemmed Procedural Generation of Content for Online Role Playing Games
title_sort procedural generation of content for online role playing games
publisher University of North Texas
publishDate 2014
url https://digital.library.unt.edu/ark:/67531/metadc700051/
work_keys_str_mv AT doranjonathon proceduralgenerationofcontentforonlineroleplayinggames
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