As video games increase in complexity and length, the use of automatic, or procedural, content generation has become a popular way to reduce the stress on game designers. However, the usage of procedural generation has certain consequences; in many instances, what the computer generates is uncertain to the designer. The intent of this thesis is to demonstrate how procedural generation can be used to intentionally affect the embedded randomness of a game system, enabling game designers to influence the level of uncertainty a player experiences in a nuanced way. This control affords game designers direct control over complex problems like dynamic difficulty adjustment, pacing, or accessibility. Game design will be examined from the perspective of uncertainty and how procedural generation can be used to intentionally add or reduce uncertainty. Various procedural generation techniques will be discussed alongside the types of uncertainty, using case studies to demonstrate the principles in action.
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Bachelor of Arts (B.A.)
College of Arts and Humanities
Visual Arts and Design
Arts and Humanities -- Dissertations, Academic; Dissertations, Academic -- Arts and Humanities
Length of Campus-only Access
Honors in the Major Thesis
Fort, Travis, "Controlling Randomness: Using Procedural Generation to Influence Player Uncertainty in Video Games" (2015). HIM 1990-2015. 1707.