One compelling aspect of computer RPGs is the promise of player agency: the ability to make significant and de- sired choices in a large, complex, and story-rich environment. Giving players meaningful choice has traditionally required the creation of tremendous amounts of hand-authored story content. This authoring paradigm tends to introduce both structural and workload problems for RPG designers. Our hypothesis is that reducing authorial burden and in- creasing agency are two sides of the same coin, both requiring advancement in three distinct areas: (1) dynamic story management architecture that allows story elements to be selected and re-ordered in response to player choices; (2) dynamic dialogue generation which takes history and relationships into account; and (3) an authoring interface that lets writers focus on quests and characters. This paper describes SpyFeet, a playable prototype of a storytelling system designed to test this hypothesis. Copyright 2011 ACM.
CITATION STYLE
Reed, A. A., Samuel, B., Sullivan, A., Grant, R., Grow, A., Lazaro, J., … Wardrip-Fruin, N. (2011). SpyFeet: An exercise RPG. In Proceedings of the 6th International Conference on the Foundations of Digital Games, FDG 2011 (pp. 310–312). https://doi.org/10.1145/2159365.2159422
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