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Embedded Narratives in Procedurally Generated Environments

机译:程序生成的环境中的嵌入式叙述

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Procedural Content Generation can help alleviate the workloads of designers, with the drawback of reducing their control over the final product. At the same time, many games have a growing focus on conveying a narrative using environmental storytelling which requires a high degree of control to embed in a virtual environment. This paper seeks to reconcile the apparent conflict in these two approaches, and explores a method in which Procedural Content Generation can be used to create virtual environments with embedded narratives. This is done using a Space-Time Drama Manager to dynamically place narrative elements in the virtual environment. A prototype game was developed and evaluated in a between-groups test (n = 69). Participants in the control condition all experienced the same environment, while those in the experimental condition each experienced a different procedurally generated environment. No significant difference was found for any of the measures. This was attributed to the fact that it is possible to convey an embedded narrative consistently to players, even when the environment which contains the narrative elements is procedurally generated, yielding a different experience for each participant.
机译:程序内容生成可以帮助减轻设计者的工作量,并通过减少对最终产品的控制来减少控制的缺点。与此同时,许多游戏具有越来越多的焦点,使用环境叙事来传达叙述,需要高度控制来嵌入虚拟环境。本文探讨了这两种方法中的明显冲突,并探索了一种方法,其中可以使用过程内容生成来创建具有嵌入式叙述的虚拟环境。这是使用时空DRAMA管理器完成的,以动态地将叙述元素放在虚拟环境中。在组之间进行并评估原型游戏(n = 69)。控制条件的参与者都经历了相同的环境,而那些在实验条件下的那些人经历过不同的程序生成的环境。任何措施都没有发现任何显着差异。这归因于,即使当程序生成包含叙述元素的环境,也可以将嵌入式叙述一致地传达给玩家,为每个参与者产生不同的经验。

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