  Procedural content generation has been applied to many domains, especially
level design, but the narrative affordances of generated game environments are
comparatively understudied. In this paper we present our first attempt to study
these effects through the lens of what we call a generative archaeology game
that prompts the player to archaeologically interpret the generated content of
the game world. We report on a survey that gathered qualitative and
quantitative data on the experiences of 187 participants playing the game
Nothing Beside Remains. We provide some preliminary analysis of our intentional
attempt to prompt player interpretation, and the unintentional effects of a
glitch on the player experience of the game.
