Virtual reality, art, and entertainment
Presence: Teleoperators and Virtual Environments - Premier issue
Towards an architecture for intelligent control of narrative in interactive virtual worlds
Proceedings of the 8th international conference on Intelligent user interfaces
ScriptEase: Generative Design Patterns for Computer Role-Playing Games
Proceedings of the 19th IEEE international conference on Automated software engineering
Thespian: using multi-agent fitting to craft interactive drama
Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
U-director: a decision-theoretic narrative planning architecture for storytelling environments
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Game Architecture and Design: A New Edition
Game Architecture and Design: A New Edition
Extending character-based storytelling with awareness and feelings
Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Personalizing the player experience in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
A semantic generation framework for enabling adaptive game worlds
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Perceived or not perceived: film character models for expressive NLG
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Extending CRPGs as an interactive storytelling form
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
The design of Mismanor: creating a playable quest-based story game
Proceedings of the International Conference on the Foundations of Digital Games
Design metaphors for procedural content generation in games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the The third workshop on Procedural Content Generation in Games
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Computer role-playing games (CRPGs) are known for their strong narrative structure. Over time, quests have become one of the main mechanics for leading a player through the story. Quests are given to the player in the form of a set of tasks to complete with few, if any, options. The options given to the player instead often revolve around combat-oriented actions -- requiring the player to engage in combat to progress through the storyline, despite player preference or game story that hints otherwise. We address this issue with the GrailGM, a run-time game master which offers quests and actions to the player based on their history and current world state.