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Generating Side Quests from Building Blocks

机译:从构建块生成侧任务

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摘要

Computer games are an important application area for interactive storytelling. In a large subset of games, quests - tasks that the player is assigned to complete - are the primary driving forces of the storyline. The main storyline is usually accompanied by a number of optional side-quests. We present a system for generating side-quests based on chaining simple building blocks, akin to the branching narrative approach to interactive storytelling. Our primary interest was how far can we get with such a simple approach. The simplicity of our system also lets game designers retain more control over the space of possible side-quests, making the system more suitable for mainstream computer games. We implemented the system in an experimental game and compared the quests generated by the system with hand-picked and random sequences of building blocks. We performed two rounds of player evaluation (N_1 = 21, N_2 = 12), which has shown promising results.
机译:电脑游戏是互动讲故事的重要应用领域。在大型游戏的小区中,任务 - 播放器被分配完成的任务 - 是故事情节的主要驱动力。主要故事情节通常伴随着许多可选的侧面任务。我们提出了一个基于链接简单构建块的侧面任务的系统,类似于互动讲故事的分支叙事方法。我们的主要兴趣是我们可以获得这种简单的方法。我们的系统的简单性也让游戏设计人员在可能的侧面任务的空间内保留更多控制,使系统更适合主流电脑游戏。我们在实验游戏中实施了该系统,并将系统生成的任务与制作块的手工挑选和随机序列进行了比较。我们执行了两轮球员评估(N_1 = 21,N_2 = 12),其结果显示了有希望的结果。

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