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Game-O-Matic: Generating Videogames that Represent Ideas

Published: 29 May 2012 Publication History
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  • Abstract

    In this paper, we describe Game-O-Matic, a videogame authoring tool and generator that creates games that represent ideas. Through using a simple concept map input system, networks of nouns connected by verbs, Game-O-Matic is able to assemble simple arcade style game mechanics into videogames that represent the ideas represented in the concept map. Inspired by a view that videogames convey messages through their mechanics, Game-O-Matic makes use of the rhetorical affordances of explicitly defined abstract gameplay patterns, which we call micro-rhetorics. This paper explains how Game-O-Matic uses the concept map input to select appropriate abstract patterns of gameplay and then how these mash ups of patterns are shaped into coherent playable games that can be said to represent the user's intent.

    References

    [1]
    Bogost, I., Ferrari, S., and Schweizer, B. Newsgames: Journalism at Play. MIT Press, Cambridge, MA, 2010.
    [2]
    Bogost, I. Persuasive Games. MIT Press, Cambridge, MA, 2007.
    [3]
    Bogost, I. The Cartoonist Aims to Bring Newsgames to the Masses. PBS MediaShift Idea Lab. http://www.pbs.org/idealab/2010/09/the-cartoonist-aims-to-bring-newsgames-to-the-masses243.html.
    [4]
    Cook, M. and Colton, S. Multi-faceted evolution of simple arcade games. IEEE Conference on Computational Intelligence and Games, (2011).
    [5]
    Francescani, C. Dozens arrested at Occupy's 6-month anniversary rally. Reuters. http://www.reuters.com/article/2012/03/18/us-usa-occupy-wallstreet-idUSBRE82G0FC20120318.
    [6]
    Labs, P. PushButton Engine. 2011. http://pushbuttonengine.com/.
    [7]
    Nelson, M.J. and Mateas, M. Towards Automated Game Design. In AI*IA 2007: Artificial Intelligence and Human-Oriented Computing, (2007), 626-637.
    [8]
    Smith, A. and Mateas, M. Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games. IEEE Conference on Computational Intelligence and Games (CIG), (2010).
    [9]
    Togelius, J. and Schmidhuber, J. An Experiment in Automatic Game Design. IEEE Symposium on Computational Intelligence and Games (CIG), (2008).
    [10]
    Treanor, M., Mateas, M., and Wardrip-Fruin, N. Kaboom! is a Many-Splendored Thing: An interpretation and design methodology for message-driven games using graphical logics. Foundations of Digital Games, (2010).
    [11]
    Treanor, M. and Mateas, M. Newsgames: Procedural Rhetoric meets Political Cartoons. Digital Games Research Association - DIGRA. 2009, (2009).
    [12]
    Treanor, M., Schweizer, B., Bogost, I., and Mateas, M. Proceduralist Readings: How to find meaning in games with graphical logics. Proceedings of Foundations of Digital Games (FDG 2011), (2011).

    Cited By

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    • (2024)Game Designing: The Fusion of Creativity and Technology in Developing the Engaging Gaming ExperiencesInternational Journal of Advanced Research in Science, Communication and Technology10.48175/IJARSCT-15314(83-92)Online publication date: 5-Feb-2024
    • (2024)The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game DesignerProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650010(1-15)Online publication date: 21-May-2024
    • (2024)A System for Orchestrating Multiple Procedurally Generated Content for Different Player ProfilesIEEE Transactions on Games10.1109/TG.2022.321378116:1(64-74)Online publication date: Mar-2024
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    Reviews

    Cecilia G. Manrique

    I previously wrote a review [1] of GameSalad, a programming language for creating iPhone games. That was more than a year ago, so I thought I was going back in time when I read this paper. I also thought that the authors were reinventing the wheel by coming up with such an authoring tool. Game-O-Matic is a videogame authoring tool collaboratively produced by the Georgia Institute of Technology and the University of California, Santa Cruz, and funded by the Knight News Challenge. The tool allows ordinary users to create games using a simple concept map input system made up of a network of nouns connected by verbs. The users then assemble simple arcade-style video games that represent the ideas contained in the concept map. Game-O-Matic provides three types of simple recipes: win, lose, and structure. With the use of figures, and various examples, the authors describe their conceptualization of how the user builds concept maps. I do not agree with the authors' statement that "generating video games is a relatively new field." They seem to think this because they found few examples of combining basic rules to create playable games. Thus, they wrote this paper to show the work of various game developers, whose research serves as the basis for their design, especially games generated with "a combination of answer set rules that define the game's ruleset." The paper shows the kinds of verbs supported by Game-O-Matic, which, according to the authors, still lacks sensible structure, although they have applied a patch. Their specific example is an arcade-type game in which Occupy Wall Street (OWS) protesters arrive at New York's Zuccotti Park and face arrest. The authors believe that their approach "enables the nontechnical users to rapidly create editorial newsgames." Beyond that, it appears that the authors wish to make Game-O-Matic a resource that will help the world better understand how video games can be made to support user expression. Based on the example presented, this boils down to video games serving as better methods for furthering freedom of expression about political issues. Online Computing Reviews Service

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    Published In

    cover image ACM Other conferences
    PCG'12: Proceedings of the The third workshop on Procedural Content Generation in Games
    May 2012
    87 pages
    ISBN:9781450314473
    DOI:10.1145/2538528
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 29 May 2012

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    Author Tags

    1. Procedural content generation
    2. game design
    3. game generation
    4. procedural rhetoric

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    • Refereed limited

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    FDG'12

    Acceptance Rates

    PCG'12 Paper Acceptance Rate 13 of 15 submissions, 87%;
    Overall Acceptance Rate 13 of 15 submissions, 87%

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    Cited By

    View all
    • (2024)Game Designing: The Fusion of Creativity and Technology in Developing the Engaging Gaming ExperiencesInternational Journal of Advanced Research in Science, Communication and Technology10.48175/IJARSCT-15314(83-92)Online publication date: 5-Feb-2024
    • (2024)The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game DesignerProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650010(1-15)Online publication date: 21-May-2024
    • (2024)A System for Orchestrating Multiple Procedurally Generated Content for Different Player ProfilesIEEE Transactions on Games10.1109/TG.2022.321378116:1(64-74)Online publication date: Mar-2024
    • (2024)MemoryRepository for AI NPCIEEE Access10.1109/ACCESS.2024.339348512(62581-62596)Online publication date: 2024
    • (2022)Story Designer: Towards a Mixed-Initiative Tool to Create Narrative StructuresProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555929(1-9)Online publication date: 5-Sep-2022
    • (2022)Conceptual Game ExpansionIEEE Transactions on Games10.1109/TG.2021.306000514:1(93-106)Online publication date: Mar-2022
    • (2021)Adversarial Random Forest Classifier for Automated Game DesignProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472587(1-6)Online publication date: 3-Aug-2021
    • (2021)A Genre-Specific Game Description Language for Game Boy RPGs2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619109(1-8)Online publication date: 17-Aug-2021
    • (2020)10 Years of the PCG workshop: Past and Future TrendsProceedings of the 15th International Conference on the Foundations of Digital Games10.1145/3402942.3409598(1-10)Online publication date: 15-Sep-2020
    • (2020)Metaprobes, Metaphysical Workshops and Sketchy PhilosophyProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376453(1-13)Online publication date: 21-Apr-2020
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