Abstract. In this article we bring the concepts of narrativism and ludology to automatic level generation for platform videogames. The initial motivation is to understand how this genre has been used as a storytelling medium. Based on a narrative theory of games, the differences among several titles have been identified. In addition, we propose a set of abstraction layers to describe the content of a quest-based story in the particular context of videogames. Regarding automatic level generation for platform videogames, we observed that the existing approaches are directed to lower abstraction concepts such as avatar movements without a particular context or meaning. This leads us to the challenge of automatically creating more contextualized levels rather than only a set of consistent and playable entertaining tasks. With that in mind, a set of higher level design patterns are presented and their potential usages are envisioned and discussed.
IntroductionThe way how narratives and videogames are connected is still a topic that is open to debate. Nevertheless, it is undeniable that over the years several videogames have been used to tell stories. In fact, this topic started to catch attention in later years with the appearance of textual adventure videogames, some kind of Interactive Fiction [1]. The term ludology has been proposed by Frasca [2] as a movement based on narratology having different features with distinct merits. Therefore, the main question is not if games are effectively narratives or not but how they relate to narratives. An interesting recent approach on this question is a model presented by Aarseth [3]. Briefly, the author confirms videogames as an interactive fiction medium, whose elements can be characterized in a ludo-narrative dimension. The different elements can have a more meaningful (narrative) effect or a more challenging and amusing (ludic) importance. In the context of automatic level generation, existing algorithms focus the lower abstraction concepts to provide adequate actions (Section 2), yet higher abstraction concepts must be considered to create more intricate scenarios. We present our studies in how to relate stories and story related concepts with automatic level generation to produce more meaningful content, which include: the definition of a set of abstraction layers in hero-centred stories (Section 3.1); a study on the platformers' storytelling capabilities (Section 3.2); the definition of higher level game design patterns for platformers