A Behavior Language for Story-Based Believable Agents
IEEE Intelligent Systems
A long-term study of a popular MMORPG
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
True story: dynamically generated, contextually linked quests in persistent systems
Future Play '07 Proceedings of the 2007 conference on Future Play
Exploring user experiences as predictors of MMORPG addiction
Computers & Education
Probabilistic goal recognition in interactive narrative environments
AAAI'06 Proceedings of the 21st national conference on Artificial intelligence - Volume 1
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The dominant MMORPG quest model suffers from a significant incompatibility between dynamic world changes, stemming from player actions, and the authored narratives that guide and motivate gameplay. Both features are highly valued, and developers are trying different approaches to have them co-exist. In this work, we examine one aspect of that problem: player impact vs. competition in so-called kill quests. We introduce an incremental model of adaptive quests and a simulation system with initial results showing progress towards mitigating the incompatibility.