The design of Mismanor: creating a playable quest-based story game

  • Authors:
  • Anne Sullivan;April Grow;Michael Mateas;Noah Wardrip-Fruin

  • Affiliations:
  • University of California, Santa Cruz;University of California, Santa Cruz;University of California, Santa Cruz;University of California, Santa Cruz

  • Venue:
  • Proceedings of the International Conference on the Foundations of Digital Games
  • Year:
  • 2012

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Abstract

Computer role-playing games (CRPGs) have strong narratives, but in general lack interesting and meaningful choices for the player within the story. As a result, the stories are not playable. In this paper we present an existence proof for a new approach to CRPG stories that addresses this, while providing details of our implementation. We designed and created a new playable experience, Mismanor, to test our theories of playable stories. We discuss the design decisions made as well as the details of the CiF-RPG and GrailGM systems used for complex quest generation and story management based on player's traits and the social state of the game world.