Gender-inclusive quest design in massively multiplayer online role-playing games
Proceedings of the 4th International Conference on Foundations of Digital Games
Complexity results for planning
IJCAI'91 Proceedings of the 12th international joint conference on Artificial intelligence - Volume 1
From hunt the wumpus to everquest: introduction to quest theory
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
Personalizing the player experience in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Dynamic quest plot generation using Petri net planning
Proceedings of the Workshop at SIGGRAPH Asia
Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System
Proceedings of the The third workshop on Procedural Content Generation in Games
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An analysis of over 750 quests from four popular RPGs (Eve Online, World of Warcraft, Everquest, and Vanguard: Saga of Heroes) reveals that RPG quests appear to share a common structure. We propose a classification of RPG quests based on this structure, and describe a prototype quest generator based on that classification. Our aim is to procedurally generate quests that are complex, multi-leveled, and plausible to players of RPGs. We analyze a nontrivial quest from Everquest and one from our prototype quest generator for comparison.