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by the level's game elements list to display all ideas that contain only the game ele-
ments relevant to that level.
5
Conclusion
We have found that is possible to apply, adapt and extend Butler's progression plan-
ning approach to other game genres, by using three contrasting case studies with con-
crete progression planning challenges to discipline and inform this process. It being
unlikely that we have anticipated all the needs of our three design case studies, further
additions and modifications will probably need to be made during this process. Our
next step is practice-based evaluation: we will integrate the tool into the progression
design process of our three case studies, and diarize the experiences of the designer
for analysis. This analysis will then be used towards developing a generic tool-
supported progression design process that can be refined and tested with a wider
group of designers and design cases.
References
1. Juul, J.: The open and the closed: Games of emergence and games of progression. In:
Mäyrä, F. (ed.) Computer Games and Digital Cultures Conference Proceedings, pp. 323-
329. Tampere University Press (2002)
2. Butler, E., Smith, A., Liu, Y., Popovic, Z.: A mixed-initiative tool for designing level pro-
gressions in games. In: ACM Symposium on User Interface Software and Technology
(2013)
3. Khaled, R., Nelson, M.J., Barr, P.: Design metaphors for procedural content generation in
games. In: Proc. SIGCHI Conf. Hum. Factors Comput. Syst., CHI 2013, p. 1509 (2013)
4. Smith, G., Whitehead, J., Mateas, M.: Computers as design collaborators: Interacting with
mixed-initiative tools. In: Proc. Work. Semi-Automated ...(2011)
5. Winograd, T.: Bringing design to software. ACM Press (1996)
 
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