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'That Darned Sandstorm': A Study of Procedural Generation through Archaeological Storytelling

2023/04/17 by Florence Smith Nicholls, Michael Cook, Michael B. Cook +2 · 1 voice
Computer Science · Psychology · Social Sciences · #Artificial Intelligence in Games #Digital Games and Media #Educational Games and Gamification #cs.AI

paper · pdf · doi:10.48550/arxiv.2304.08293

openalex publication_date 2023/04/17 · openalex created_date 2023/04/20 · openalex updated_date 2026/07/28

Abstract

Procedural content generation has been applied to many domains, especially level design, but the narrative affordances of generated game environments are comparatively understudied. In this paper we present our first attempt to study these effects through the lens of what we call a generative archaeology game that prompts the player to archaeologically interpret the generated content of the game world. We report on a survey that gathered qualitative and quantitative data on the experiences of 187 participants playing the game Nothing Beside Remains. We provide some preliminary analysis of our intentional attempt to prompt player interpretation, and the unintentional effects of a glitch on the player experience of the game.

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