may as well post this excellent paper a 3rd time outside of replies: generative methods, not PCG http://www.fdg2013.org/program/workshops/papers/PCG2013/pcg2013_6.pdf …
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Replying to @chrisamaphone
what people consider "content" seems to be both a) essential to aesthetic experience but b) not the arterial game trajectory itself
4 replies 4 retweets 2 likes -
Replying to @chrisamaphone
@chrisamaphone So I look at it from a technical / production / tool pipeline point of view.1 reply 0 retweets 2 likes -
Replying to @jurieongames
@jurieongames so from that pov, PCG is anything that saves time o/w spent making assets?3 replies 0 retweets 0 likes -
Replying to @chrisamaphone
@chrisamaphone There’s an interesting question to ask whether you use PCG to save money or because it enables new experiences.1 reply 0 retweets 1 like -
Replying to @jurieongames
@jurieongames i don't think in terms of money saving at all - i figured that was our primary difference in perspective2 replies 0 retweets 1 like -
Replying to @chrisamaphone
@chrisamaphone Sent you a link to some other reflections on PCG :)1 reply 0 retweets 1 like -
Replying to @jurieongames
@jurieongames yes, i agree the line between rendering and PCG is fuzzy (c.f. also the graphics-based history of the term)1 reply 0 retweets 1 like -
Replying to @chrisamaphone
@jurieongames but then why do you object to also blurring the lines btwn pcg and simulation? i think it's just as useful of a lens.2 replies 0 retweets 1 like -
Replying to @chrisamaphone
@chrisamaphone I don’t object, and I agree re useful lens. Will reply by email :)1 reply 0 retweets 0 likes
@jurieongames @chrisamaphone (and i suddenly realized why twitter is blowing out the DM limit to 10K)
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