Automatic Story Generation for Computer Role-Playing Games
نویسندگان
چکیده
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. Scripting Sub-Quests With Patterns The plot in computer role-playing games (CRPGs) has become quite complex. It is common for CRPGs to have complex story lines that allow for multiple story-arcs. Plot in CRPGs also involves the player character (PC) interacting with multiple game objects over time. Examples of interaction include the PC having a conversation with a character, unlocking a door, or acquiring an item. All of these interactions must be scripted, requiring expensive programmer time. Often in CRPGs, a simple plot will occur that is independent of the main story line. These simple plots, called sub-quests, are usually included to give the player a sense of a vast open world with unlimited opportunities and are often optional. Sub-quests are of vital importance to CRPGs. In the most popular games, a player can choose to take a break from the main plot and perform an optional sub-quest at any time. Sub-quests greatly add to the breadth of choices in a CRPG and provide motivations for a player to explore the game world. This increases a player’s sense of customization and ownership of PCs. The influence of the player on the main plot is often constrained, as specific plot options Copyright c © 2006, American Association for Artificial Intelligence (www.aaai.org). All rights reserved. are necessary to keep the game on track. Without any subquests, the player will feel constrained in their ability to influence the story. With sub-quests, the player can makemore unconstrained choices, since the main plot is protected. Sub-quests are generally simple compared to the complexity of the main plot, but CRPGs will often have a large number of sub-quests. Several sub-quests that all have a small amount of complexity can exhibit connections among them and maintain recurring patterns. These recurring patterns provide a theme that increases motivation, excitement and a sense of importance to activities that would otherwise be meaningless in the game. An example sub-quest pattern is to retrieve an item. This involves the PC needing to retrieve an item for some purpose. Examples of the retrieve an item pattern include the PC being asked by a non-player character (NPC) to retrieve a stolen amulet, the PC encountering a locked door requiring that a key be retrieved to unlock it, and the PC needing to retrieve a gear in order for a machine to work. A pattern can be represented as a sequence of roles. Each role in the pattern is played by an object in the game other than the PC. A role also has an action associated with it. This action represents the interaction between the PC and the object associated with the role that must take place in order for the role to be fulfilled. Examples of roles are: reaching a specific point in a conversation with an NPC, unlocking a door, and acquiring an item. Figure 1 shows a sequence of roles for a sample retrieve an item pattern. Reach hear about stolen amulet dialog on Silk Acquire stolen amulet from Orc Shaman Reach return stolen amulet dialog on Silk Figure 1: An example retrieve an item pattern.
منابع مشابه
Role Playing Games – Comparative Analysis Across Two Media Platforms
Role Playing Games (RPGs) is a popular game form. RPGs have been translated into all media formats, and are also a rare example of functioning interactive narratives. Despite the popularity of these games, especially within computer games, and the possibility that experiences from RPGs could be used in designing interactive storytelling systems for next generation interactive entertainment syst...
متن کاملCode Generation for AI Scripting in Computer Role-Playing Games
Scripting custom content for computer role-playing games requires the designer to tell a story by writing small fragments of computer code distributed among the characters, props, and locations of the game world. The main challenge of these games is to create believable motivations and behaviors for the dozens or even hundreds of characters and rooms with which the player may interact. We prese...
متن کاملAssessment of Children’s Experiences of Playing Computer Games: A Phenomenological Approach
Introduction: Due to the Attraction and enormous diversity of computer games, children and adolescents allocate a notable part of their time and energy to play these games. This necessitates the study of their Advantages and disadvantages. Therefore, the aim of this study was to represent the outcomes of playing computer games in the fourth grade students. Method: This is a qualitative and phe...
متن کاملHierarchical Generation of Dynamic and Nondeterministic Quests
Quests are a fundamental storytelling mechanism used by computer role-playing games to engage players in the game’s narrative. Although role-playing games have evolved in many different ways in the last years, their basic narrative structure is still based on static plots manually created by game designers. In this paper, we present a method for the generation of dynamic quests based on hierarc...
متن کاملCharacter Based Interactive Storytelling for Role Playing Games
One of the main advantages of computers or games consoles over other entertainment media is that they provide the user with a means to interact with the system. Video games as an entertainment medium provide an excellent opportunity to tell a truly interactive story in which the players actions and interactions with non-player characters affect the entire development and structure of the story....
متن کاملNarrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games
Trans-reality role-playing games are conceived of as a form of role-playing game evolving from and integrating established table-top, live-action and computer-based role-playing forms. Each of these established forms has specific strengths and modalities for the ongoing articulation of the history of a game world regarded as an unfolding story. Integrating these forms in a trans-reality role-pl...
متن کامل