Data-driven Design: A Case for Maximalist Game Design

May 30, 2018 Β· Declared Dead Β· πŸ› ICCC

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Authors Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis, Julian Togelius arXiv ID 1805.12475 Category cs.HC: Human-Computer Interaction Cross-listed cs.AI Citations 4 Venue ICCC Last Checked 4 months ago
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 OpenStreetMap, 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.
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