Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Comme il Faut 2: a fully realized model for socially-oriented gameplay
Proceedings of the Intelligent Narrative Technologies III Workshop
Rules of engagement: moving beyond combat-based quests
Proceedings of the Intelligent Narrative Technologies III Workshop
The design of Mismanor: creating a playable quest-based story game
Proceedings of the International Conference on the Foundations of Digital Games
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Computer role-playing games (CRPGs) have strong narratives, but in general lack a density of interesting and meaningful choices for the player within the story. We have identified two main components of player interaction within the story--quests and character interaction--to address in a new playable experience, Mismanor. In this paper we focus on the character interaction aspect. In particular, it describes how we use the Comme il Faut system to support emergent social interactions between the player and the game characters based on player's traits and the social state of the game world. We discuss the design and creation of the game as well as the modifications to the systems required to support this new CRPG experience.