Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Proceedings of the second Australasian conference on Interactive entertainment
Designing Virtual Worlds
Chris Crawford on Interactive Storytelling (New Riders Games)
Chris Crawford on Interactive Storytelling (New Riders Games)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Group play: determining factors on the gaming experience in multiplayer role-playing games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Character play: the use of game characters in multi-player role-playing games across platforms
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Player talk—the functions of communication in multplayer role-playing games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
Rules of engagement: moving beyond combat-based quests
Proceedings of the Intelligent Narrative Technologies III Workshop
Recommender algorithms in activity motivating games
Proceedings of the fourth ACM conference on Recommender systems
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
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
Dynamic quest plot generation using Petri net planning
Proceedings of the Workshop at SIGGRAPH Asia
Hi-index | 0.00 |
Personalizing the playing experience is a key factor in making players of computer games feel involved in the virtual world; however, current Massively Multiplayer Online Role Playing Games only to a limited degree allocate development or running resources towards facilitating a personalized experience. In Pen and Paper Role Playing Games, the player-controlled characters form a key component in facilitating the formation of a personalized experience. In these games, characters are often more than the association of stats and skills popular in online games, and several approaches towards utilizing the character-based information directly to personalize the game playing have been developed, e.g. personality systems. Some of these systems can be integrated into online games, providing a realistic and financially feasible method for improving the ability of these games to personalize the experience to the individual players.