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From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience

机译:从抽象到现实:将戏剧管理整合到可玩的游戏体验中

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Often, video game designers must choose between creating a restrictive, linear experience and designing an open world with many different story lines that fail to form a tightly crafted narrative arc. A drama manager (DM) can provide a solution to this dilemma. A DM monitors an interactive experience, such as a computer game, and intervenes to shape the global experience so that it satisfies the author's expressive goals without decreasing a player's interactive agency. Previous work with declarative optimization- based drama management (DODM) has focused on simulated player studies in abstract game worlds. In this paper, we present the integration of DODM into a real-time adventure style dungeon game called EMPath. We describe the game world as well as the modifications that had to be made to the DM as the result of integrating with a concrete, playable experience. These changes include the development of new story evaluation features, improving drama management move refiners and creating a new player model. We also describe the results of a play test comparing player experiences with the drama manager on and off.
机译:通常,视频游戏设计师必须选择建立限制性,线性体验和设计开放世界,其中许多不同的故事线路未能形成紧密制作的叙述弧。戏剧经理(DM)可以为此困境提供解决方案。一个DM显示器的互动体验,如电脑游戏,并进行干预,塑造全球的经验,使其满足笔者的表现目标,而不会降低玩家的互动机构。以前与宣言的优化的戏剧管理(Dodm)的合作侧重于抽象游戏世界中的模拟玩家研究。在本文中,我们向Dodm融入了一个叫做Emath的实时冒险风格的实时冒险风格。我们描述了游戏世界以及必须与DM进行的修改,因为与混凝土,可玩的经验集成。这些变化包括开发新的故事评估功能,改善戏剧管理移动炼油厂并创建新的播放器模型。我们还描述了与戏剧经理的玩家经验进行比较和关闭戏剧测试的结果。

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