Generating side quests from building blocks

0Citations
Citations of this article
9Readers
Mendeley users who have this article in their library.
Get full text

Abstract

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 (N1 = 21, N2 = 12), which has shown promising results.

Cite

CITATION STYLE

APA

Hromada, T., Černý, M., Bída, M., & Brom, C. (2015). Generating side quests from building blocks. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9445, pp. 235–242). Springer Verlag. https://doi.org/10.1007/978-3-319-27036-4_22

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free