This paper discusses the potential application of procedural content generation to a game about economical crises, intended to teach a large general audience about how banks function within a market-guided economy, and the financial risks and moral dilemmas that are involved. Procedurally generating content for abstract and complex notions such as inflation, market crashes, and market flux is different from generating spatial maps or physical assets in a game, and poses several design challenges. Instead of generating these kinds of phenomena and other macro-economic effects directly, the designers aim to let them emerge from automatically generated game mechanics. The game mechanics we propose include generic business models that can be parameterized to model the behavior of companies in the game, while the player controls the actions of a bank. What makes generating these game mechanics particularly challenging is the interaction between phenomena at different levels of abstraction. Therefore, relevant economic concepts are discussed in terms of design challenges, and how they could be modeled as emergent properties using generative methods.
|Number of pages||4|
|Publication status||Published - 23 Jun 2015|
|Event||6th workshop on Procedural Content Generation in Games (PCG 2015) - Pacific Grove, United States|
Duration: 23 Jun 2015 → 23 Jun 2015
|Workshop||6th workshop on Procedural Content Generation in Games (PCG 2015)|
|Period||23/06/15 → 23/06/15|