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.
CITATION STYLE
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
Mendeley helps you to discover research relevant for your work.