Abstract
Scripting the plot in a computer role-playing game requires a large number of scripts that are difficult to track and maintain. Game adventures often have simple plots, called subquests, that are independent from the main plot. Sub-quests are important, as they add value to the open-world appeal of the game, but they still have to be scripted. We have created a prototype of a tool that helps by automatically producing design pattern specifications for sub-quests. The specifications can be entered into an existing tool, called ScriptEase, to generate scripting code for Neverwinter Nights adventures, without doing any manual scripting. The sub-quest patterns produced are logically consistent, ensuring the story can be completed by the player. The sub-quests are also designed to produce a better story by having the author adjust the amount of interactivity between the sub-quests. The entire process is done with little input from the author. © 2006, American Association for Artificial Intelligence.
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CITATION STYLE
Onuczko, C., Szafron, D., Schaeffer, J., Cutumisu, M., Siegel, J., Waugh, K., & Schumacher, A. (2006). Automatic story generation for computer role-playing games. In Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006 (pp. 147–148). https://doi.org/10.1609/aiide.v2i1.18769
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