ScriptEase: Generative Design Patterns for Computer Role-Playing Games
Proceedings of the 19th IEEE international conference on Automated software engineering
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Analysis of level design 'push & pull' within 21 games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Who poisoned hugh? - the STAR framework: integrating learning objectives with storytelling
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
In Search of Patterns: Disrupting RPG Classes through Procedural Content Generation
Proceedings of the The third workshop on Procedural Content Generation in Games
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The design of role-playing games (RPGs) is very complex, involving an intricate interweaving of narrative, quest design, and level design. As an important means for conveying the game's story, quests dictate the setting and contents of levels. Levels provide challenges for the player to overcome in the service of completing quests, and their structure can invite the inclusion of certain kinds of quests. This paper presents an analysis of design patterns present in existing RPGs that aims to better understand such relationships. These patterns identify common design practices for quests and levels at many different levels of granularity.