Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/47379
Title: Data-driven design : a case for maximalist game design
Authors: Barros, Gabriella A. B.
Cerny Green, Michael
Liapis, Antonios
Togelius, Julian
Keywords: Computer games -- Design
Artificial intelligence
Level design (Computer science)
Computer adventure games
Issue Date: 2018
Publisher: Association for Computational Creativity
Citation: Barros, G. A. B., Cerny Green, M., Liapis, A., & Togelius, J. (2018). Data-driven design : a case for maximalist game design. Proceedings of the International Conference of Computational Creativity, Salamanca.
Abstract: Maximalism in art refers to drawing on and combining multiple different sources for art creation, embracing the resulting collisions and heterogeneity. This paper discusses the use of maximalism in game design and particularly in data games, which are games that are generated partly based on open data. Using Data Adventures, a series of generators that create adventure games from data sources such as Wikipedia and Open- StreetMap, as a lens we explore several tradeoffs and issues in maximalist game design. This includes the tension between transformation and fidelity, between decorative and functional content, and legal and ethical issues resulting from this type of generativity. This paper sketches out the design space of maximalist data-driven games, a design space that is mostly unexplored.
URI: https://www.um.edu.mt/library/oar/handle/123456789/47379
Appears in Collections:Scholarly Works - InsDG

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