ConceptNet — A Practical Commonsense Reasoning Tool-Kit
BT Technology Journal
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
A prototype quest generator based on a structural analysis of quests from four MMORPGs
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Guidelines for personalizing the player experience in computer role-playing games
Proceedings of the 6th International Conference on Foundations of Digital Games
The design of Mismanor: creating a playable quest-based story game
Proceedings of the International Conference on the Foundations of Digital Games
Developing culturally relevant design guidelines for encouraging healthy eating behavior
International Journal of Human-Computer Studies
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Studying the genealogy of Massively Multiplayer Online Role-Playing Games (MMORPG), it is easy to trace their lineage back to table-top RPG systems such as Dungeons & Dragons. Because these table-top games were built around a discrete system of rules and calculations, it was very simple to transfer these systems to their computer-based counterparts. Unfortunately, the majority of these calculations focused primarily on combat, leaving the dungeon master (DM) to integrate the players' non-combat role-playing efforts such as story-arc and character development into the game. While the math-based rules of the table-top RPGs were easily integrated into the computer role-playing games, it was not possible to convert the DM into a computer system [11]. With the loss of the DM, these games also lost their depth; typically becoming combat-centric systems with a thin story veneer and a shallow quest system focused on combat.