| Fancy but inefficient | Optimized | |-----------------------------|----------------------------------| | Giant heavy wood table | Lightweight modular topper | | Fixed TV in table | Tablet + magnetic mount (portable)| | One big battle mat | Overlaying zone tiles (faster setup)| | Overhead chandelier | Puck lights you can move per scene|
Procedural content generation (PCG) in role-playing games often prioritizes quantity over quality, resulting in "liminal filler"—rooms that exist only to connect more interesting ones. This paper proposes a shift from geometric optimization (packing shapes into a grid) to narrative-functional optimization . We argue that a "better" optimizer must treat every room as a tripartite structure of Utility, Atmosphere, and Friction. 1. The Geometry Trap vs. Narrative Flow
Use Graph-Based Adjacency . Instead of placing Room A next to Room B based on wall length, the optimizer should calculate "Emotional Delta." If Room A is a high-tension combat zone, the optimized next room should either be a "Safety Valve" (low tension, high lore) or a "Crescendo" (boss arena), depending on the desired pacing curve. 2. The Tripartite Optimization Model
| Fancy but inefficient | Optimized | |-----------------------------|----------------------------------| | Giant heavy wood table | Lightweight modular topper | | Fixed TV in table | Tablet + magnetic mount (portable)| | One big battle mat | Overlaying zone tiles (faster setup)| | Overhead chandelier | Puck lights you can move per scene|
Procedural content generation (PCG) in role-playing games often prioritizes quantity over quality, resulting in "liminal filler"—rooms that exist only to connect more interesting ones. This paper proposes a shift from geometric optimization (packing shapes into a grid) to narrative-functional optimization . We argue that a "better" optimizer must treat every room as a tripartite structure of Utility, Atmosphere, and Friction. 1. The Geometry Trap vs. Narrative Flow rpg room optimizer better
Use Graph-Based Adjacency . Instead of placing Room A next to Room B based on wall length, the optimizer should calculate "Emotional Delta." If Room A is a high-tension combat zone, the optimized next room should either be a "Safety Valve" (low tension, high lore) or a "Crescendo" (boss arena), depending on the desired pacing curve. 2. The Tripartite Optimization Model Instead of placing Room A next to Room