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Dynamic quest generation in Micro Missions

机译:微型任务中的动态任务

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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依赖于故事设计师的预期和创作每个选择玩家可以对故事做出的所有选择以及这些选择的后果。通过这种方法,玩家对故事的机构感取决于该选手在游戏发展时预期了该球员所需的故事相关行为。一些视频游戏,而是通过定义详细的字符模拟以及他们居住的世界来创建紧急故事的环境。但是,没有大量的视频游戏可以积极地尝试指导故事,同时使其动态并响应玩家动作。微型任务是一个迷你游戏/冒险游戏,一个Quest Generation System,寻求通过在运行时在动态对玩家行动做出反应来增加玩家机构。该系统使用Quest Archetypes的分类,以根据当前的世界州和当前与故事相关的目标选择和填充任务。通过微型任务的架构促进了Quest生成系统的创建和分析:所有游戏玩法都与离散输出分开到模块化交互中,它们被组织成严格的原因和效果树(或更准确,指导的非循环图)。

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