Abstract
Procedural Content Generation (PCG) in games has become more common in recent years. Procedural narrative, however, is still tricky, as designers fear that applying PCG to narrative means that they lose control over the system. In this paper, we attempt to tackle procedural generation of quests, a specific type of narrative, like in the Role Playing Games genre. To this end, we present StoryWorld, an Event-driven simulation of Items, Locations, Characters, and their Memories and Desires. Its modularity makes it easy to add new items and events. Future work could see its memory system made more realistic.
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CITATION STYLE
Prins, V. L., Prins, J., Preuss, M., & Gómez-Maureira, M. A. (2023). StoryWorld: Procedural Quest Generation Rooted in Variety & Believability. In ACM International Conference Proceeding Series. Association for Computing Machinery. https://doi.org/10.1145/3582437.3587181
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