ScriptEase: Generative Design Patterns for Computer Role-Playing Games
Proceedings of the 19th IEEE international conference on Automated software engineering
Extending character-based storytelling with awareness and feelings
Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems
Making Stories Player-Specific: Delayed Authoring in Interactive Storytelling
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Gender-inclusive quest design in massively multiplayer online role-playing games
Proceedings of the 4th International Conference on Foundations of Digital Games
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Rules of engagement: moving beyond combat-based quests
Proceedings of the Intelligent Narrative Technologies III Workshop
Extending CRPGs as an interactive storytelling form
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
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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.