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This paper describes the creation of the game <i>Endless Web</i>, a 2D platforming game in which the player's actions determine the ongoing creation of the world she is exploring. <i>Endless Web</i> is an example of a PCG-based game: it uses procedural content generation (PCG) as a mechanic, and its PCG system, Launchpad, greatly influenced the aesthetics(More)
In this paper, we endorse and advance an emerging bottom-up approach to game studies that utilizes techniques from natural language processing. Our contribution is threefold: we present the first complete review of the growing body of work through which this methodology has been innovated; we present a latent semantic analysis model that constitutes the(More)
Video games are complex, emergent systems that are difficult to design and test. This difficulty invariably leads to failures being present in the game, negatively impacting the play experience of some. We present a taxonomy of possible failures, divided into temporal and non-temporal failures. The taxonomy can guide the thinking of designers and testers(More)
We present three large-scale interactive visualizations of nearly 12,000 digital games. These were built using techniques from natural language processing and machine learning, namely latent semantic analysis, clustering analysis, and multidi-mensional scaling. In this paper, we briefly describe these visualizations and some of the insights that they offer.(More)
<i>Prom Week</i> places players in a typical high-school, abuzz with excitement over the upcoming prom. Players indirectly sculpt the social landscape by having these hapless highschoolers engage in social exchanges with each other. The results of these social exchanges are many and varied---ranging from mild fluctuations in respect to characters professing(More)
The immense proliferation of videogames over the course of recent decades has yielded a discoverability problem that has largely been unaddressed. Though this problem affects all videogame stakeholders, we limit our concerns herein to the particular context of game designers seeking prior work that could inform their own ideas or works in progress.(More)
Comme il Faut is an artificial intelligence system and authoring strategy for creating game-based interactive stories about relationships and social interactions between characters. Using the abstraction of the social game, Comme il Faut creates experiences where specific dramatic interactions between characters arise from play. This paper describes the(More)
New player experiences require new game designs – and some designs only become possible with new technology. Emergent narratives are part of existing story games but the game systems are not capable of understanding the stories their players create. If we could capture the enjoyable aspects of player-driven narratives while still keeping the complex(More)
Social games—common patterns of character interactions that modify the social environment of the story world—provide a useful abstraction when authoring a story composed of interactive characters, making it possible to create games with deep possibility spaces that are about social interaction (which would be intractable if hand-authoring all the options).(More)