Character-Based Interactive Storytelling
IEEE Intelligent Systems
Interactive drama, art and artificial intelligence
Interactive drama, art and artificial intelligence
Narrative generation: balancing plot and character
Narrative generation: balancing plot and character
Proceedings of the second Australasian conference on Interactive entertainment
Plot monitoring for interactive narrative games
Proceedings of the international conference on Advances in computer entertainment technology
Bringing interactivity into Campbell's Hero's Journey
ICVS'07 Proceedings of the 4th international conference on Virtual storytelling: using virtual reality technologies for storytelling
The IRIS Network of Excellence: Future Directions in Interactive Storytelling
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Modeling of interactive storytelling and validation of scenario by means of linear logic
ICIDS'10 Proceedings of the Third joint conference on Interactive digital storytelling
A methodology to derive a valid scenario of an interactive storytelling
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Guidelines for personalizing the player experience in computer role-playing games
Proceedings of the 6th International Conference on Foundations of Digital Games
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
The lack of subjective experience in hybrid intelligent agents in interactive storytelling
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: design philosophy, methods, and tools - Volume Part I
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Adding narrative in computer game is complicated because it may restrict player interactivity. Our aim is to design a controller that dynamically built a plot, through the game execution, centred on player's actions. Tabletop Role-playing games manage to deal with this goal. This paper presents a study of role-playing games, their organization, and the models commonly used for narrative generation. It then deduces a proposition of components and data structures for interactive storytelling in videogames. A prototype of a social game has been developed as example.