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From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames

机译:从台式RPG到交互式故事讲述:视频游戏故事管理器的定义

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Adding narrative in computer game is complicated because it may restrict player interactivity. Our aim is to design a controller that dynamically built a plot, through the game execution, centred on player's actions. Tabletop Role-playing games manage to deal with this goal. This paper presents a study of role-playing games, their organization, and the models commonly used for narrative generation. It then deduces a proposition of components and data structures for interactive storytelling in videogames. A prototype of a social game has been developed as example.
机译:在计算机游戏中添加叙事很复杂,因为它可能会限制玩家的互动性。我们的目标是设计一个控制器,该控制器通过游戏执行以玩家的行为为中心动态构建情节。桌面角色扮演游戏设法解决了这一目标。本文介绍了角色扮演游戏,其组织以及通常用于叙事生成的模型的研究。然后,推论了用于视频游戏中的交互式故事讲述的组件和数据结构的主张。以社交游戏的原型为例。

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