mlsanityData to 14 Oct 2026

'That Darned Sandstorm': A Study of Procedural Generation through Archaeological Storytelling

arXiv 2304.08293 ↗First posted 17 Apr 2023cs.AIcited by 1

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Abstract (arXiv)

Procedural content generation has been applied to many domains, especially level design, but the narrative affordances of generated game environments are comparatively understudied. In this paper we present our first attempt to study these effects through the lens of what we call a generative archaeology game that prompts the player to archaeologically interpret the generated content of the game world. We report on a survey that gathered qualitative and quantitative data on the experiences of 187 participants playing the game Nothing Beside Remains. We provide some preliminary analysis of our intentional attempt to prompt player interpretation, and the unintentional effects of a glitch on the player experience of the game.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 1 of its 40 references that are in the map. First posted on arXiv 17 Apr 2023.

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1 of 40 references.

References · 1

  1. 2019Narralive -- Creating and experiencing mobile digital storytelling in cultural heritagecited by 1

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Citing papers per year: 2023: 1.

1 paper.