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constraints defined using the Progression Constraints component: it is calculated us-
ing a graph traversal algorithm (our progression plan analyzer) to determine whether a
given element satisfies the constraints governing the level. The inclusion of the “po-
tentially eligible” type is due to the non-linear progression structure. It services the
case where one or more, but not all, paths leading to the level satisfy the constraints
associated with the listed element. Being “potentially eligible” may render the ele-
ment appropriate or inappropriate for inclusion in the selected level, depending on the
nature of the game or the element itself. The designer is left free to make an informed
decision as to whether they wish to include the element based on this contextual in-
formation.
Level Game Elements
The level's game elements list is where the designer defines the contents of the level,
using game elements from the game elements list. The designer may simply indicate
the presence of a concept used (e.g. “ranged combat”) or they may specify the number
of instances of the element in the level (e.g. 5 ammo pickups).
Progression Histories
A designer may wish to know which game elements the player has experienced or has
potentially experienced by the time they reach the selected level, based on the content
of the levels that may or must be completed prior to it. This can be viewed for all
possible paths to the level, or for a single path selected in a “Paths to selected level”
list. For example, the designer might see that the player has encountered a minimum 4
ammo pickups but potentially a maximum of 16. Selecting a path also highlights all
the levels along that path in the graph view.
Graph Element Visualization
Refraction 's tool includes a constraint editor and visualizer that plot the density and
frequency of elements in the progression plan, in order to regulate progression con-
siderations such as game pacing. In line with our approach, our tool computes this for
the purpose of visualization only: we highlight all nodes of the progression graph that
contain a selected game element, thus affording the designer a broad overview of
where instances of a given element are used in their game.
4.3
Filtered Design Notebook Component
Our third component of the system, as noted above, is an alternative to Refraction's
integrated level editor. Design process is commonly understood to be notoriously
non-linear. 1 Here we provide a home for level design fragments or design patterns
that do not yet have a home within the progression plan itself. Ideas can be tagged
with one or more of the game elements it includes, and the notebook can be filtered
1 According to Donald Schon, “unpredictability is a central attribute of design - it is not nec-
essarily the defining one, but it is important. It means that there is no direct path between the
designer's intention and the outcome”[5].
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