Born in Fair Haven: Procedural Generation of Cultural Sign Systems

Craig Paul Green*, Callum Nash, Jo Briggs, Xiaoming Dong

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

35 Downloads (Pure)

Abstract

We propose the term procedural cultural sign systems generation to help define the emergent practice of procedurally generating games that seek to mimic or in some way signify fictitious culture. We borrow from cybernetics to understand procedural cultural sign systems generation and exemplify this with our VMachine algorithm. We argue the need for procedural content generation algorithms that are readily implementable, and generalizable for multiple use cases. In this paper we discuss cybernetics in the context of procedural content generation followed by an overview of recent games that generate elements of culture as part of gameplay. We then outline our VMachine Algorithm and our method, before demonstrating practical applications in two short case studies based on games we are currently developing.
Original languageEnglish
Title of host publicationDIGRA ’22 – proceedings of the 2022 digra international conference
Subtitle of host publicationbringing worlds together
PublisherDiAGRA
Number of pages16
Publication statusPublished - 7 Jul 2022
EventThe 14th Digital Games Research Association Conference
- Kraków, Poland
Duration: 7 Jul 202211 Jul 2022
https://digra2022.org/

Conference

ConferenceThe 14th Digital Games Research Association Conference
Abbreviated titleDIGRA2022
Country/TerritoryPoland
CityKraków
Period7/07/2211/07/22
Internet address

Keywords

  • Procedural cultural sign systems generation
  • Cybernetics
  • VMachine algorithm
  • procedural culture
  • generating culture

Fingerprint

Dive into the research topics of 'Born in Fair Haven: Procedural Generation of Cultural Sign Systems'. Together they form a unique fingerprint.

Cite this