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Dynamic quest generation in Micro Missions

机译:微任务中的动态任务生成

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Most video game stories rely on the story designer anticipating and authoring every choice a player can make with respect to the story, and the consequences of these choices. With this method, a player's sense of agency with respect to the story depends on whether that player's desired story-related actions were anticipated by the authors at the time of the development of the game. Some video games instead create an environment for emergent stories by defining detailed simulations of characters and the world they inhabit. But there are not a lot of video games that actively attempt to direct story while making it dynamic and responsive to player actions. Micro Missions is a mini-game/adventure game with a quest generation system that seeks to increase player agency by reacting to player actions dynamically, at runtime. This system uses a taxonomy of quest archetypes to select and populate quests on demand based on the current world state and current story-related goals. The creation and analysis of the quest generation system is facilitated by the architecture of Micro Missions: all gameplay is separated into modular interactions with discrete outputs, which are organized into strict cause-and-effect trees(or more precisely, directed acyclical graphs).
机译:大多数视频游戏故事都依赖故事设计者来预测和创作玩家可以针对故事做出的每个选择以及这些选择的后果。通过这种方法,玩家对于故事的代理感取决于在游戏开发时作者是否期望过该玩家期望的与故事相关的动作。某些视频游戏通过定义角色及其所居住世界的详细模拟来为突发事件故事创造环境。但是,并没有很多视频游戏在尝试使故事具有动态性并响应玩家的动作时主动尝试指导故事。 《微型任务》是一款迷你游戏/冒险游戏,带有一个任务生成系统,该系统通过在运行时动态响应玩家的动作来寻求增加玩家的代理能力。该系统使用任务原型的分类法,根据当前的世界状态和与故事相关的目标,按需选择和填充任务。微型任务的体系结构促进了任务生成系统的创建和分析:所有游戏玩法都被分为具有离散输出的模块化交互,这些交互被组织成严格的因果关系树(或更精确地说,是有向无环图)。

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