The role of emotion in believable agents
Communications of the ACM
Game Architecture and Design with Cdrom
Game Architecture and Design with Cdrom
Game Design: Theory and Practice
Game Design: Theory and Practice
Character Development and Storytelling for Games (Game Development Series)
Character Development and Storytelling for Games (Game Development Series)
Programming Believable Characters for Computer Games (Game Development Series)
Programming Believable Characters for Computer Games (Game Development Series)
Narrative construction as play
interactions - Funology
IPD for emotional NPC societies in games
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Introducing narrative principles into planning-based interactive storytelling
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A logic-based tool for interactive generation and dramatization of stories
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Playmakers in multiplayer game communities: their importance and motivations for participation
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
The soundtrack of your mind: mind music - adaptive audio for game characters
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Fuzzy cognitive goal net for interactive storytelling plot design
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Adaptative execution of game: unfolding a correct story
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Chris Crawford on Interactive Storytelling (New Riders Games)
Chris Crawford on Interactive Storytelling (New Riders Games)
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Computers in Human Behavior
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In this paper we review different techniques which can be used to achieve interactive storytelling in games, most notably the employment of planning algorithms to decide which and how events should be presented to the player at a given time, and the definition of non playing characters actions and behaviours as a response to the player's actions. Furthermore we will consider game world with more interesting characters that react to other characters actions and behaviour, while forming bonds and relationships with them and the player. We will consider the use of emotional characters to this effect. The incorporation of narrative techniques into the storytelling used in games can help not only to increment the level of interaction between the player and the world and characters, but also to keep the story fluent, thus achieving more realistic narrative. We will examine and discuss some of them, along with some existing approaches and possible applications for interactive storyline generation. We will also review and discuss some areas in which emotional characters have been used to support the player, and in the development of interactive storytelling.