Video games are complex projects that involve a seamless integration of art and software during the development process to compose the final product. In the creation of a video game, software is fundamental as it governs the behavior and attributes that shape the player’s experience within the game. When assessing the quality of a video game, one needs to consider specific quality aspects, namely ‘design’, ‘difficulty’, ‘fun’, and ‘immersiveness’, which are not considered for traditional software. On the other hand, there are not well-established best practices for the empirical assessment of
video games as there are for the empirical evaluation of more traditional software. Our goal is to carry out a rigorous empirical
evaluation of the latest proposals to automatically generate content
for video games following best practices established in software
engineering research. Specifically, we compare Procedural Content
Generation (PCG) and Reuse-based Content Generation (RCG). Our
study also considers the perception of players and professional developers on the generated content. We conducted a controlled
experiment where human subjects had to play with content that was
automatically generated for a commercial video game by the two
techniques (PCG and RCG), and evaluate it according to specific
quality aspects of video games. A total of 44 subjects including
professional developers and players participated in our experiment.
The results suggest that participants perceive that RCG
generates content is of higher quality than PCG. The
results can turn the tide for content generation. So far, RCG has been
neglected as a viable option: typically, reuse is frowned upon by
the developers, who aim to avoid repetition in their video games as
much as possible. However, our study uncovered that RCG unlocks
latent content that is actually favoured by players and developers
alike. This revelation poses an opportunity towards opening new
horizons for content generation research.