Automatic Interactive Documentation for Emergent Story Discovery

Jonathan Lessard, Antoine Beauchesne
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Abstract

There is a distinct pleasure in the discovery of an emergent story while interacting with a digital game. Most game interfaces, however, only allow this to happen in the here and now of play, and do not afford the retrieval of potentially interesting events that might have happened outside the player's view, or that were missed as they were occurring. We present our project's Chronicles interface that automatically documents most of what has transpired in the game world in a form inspired by Wikipedia. This allows players to intuitively explore entities and past events, facilitating the discovery of emergent stories. Because this represents a daunting mass of information, we conceptualize the notion of designed “entry points” to the data, i.e. suggestions and motivations to consult specific content. We also propose a subjective mode, disclosing only the information the player-character is aware of in order to maintain a meaningful economy of knowledge.
针对突发故事发现的自动交互式文档
在与数字游戏互动的同时,发现意外故事是一种独特的乐趣。然而,大多数游戏界面只允许这种情况在此时此刻发生,而不允许检索可能发生在玩家视野之外的潜在有趣事件,或者在发生时被错过的事件。我们呈现了项目的Chronicles界面,它以一种受Wikipedia启发的形式自动记录了游戏世界中发生的大部分事情。这让玩家能够直观地探索实体和过去的事件,促进意外故事的发现。因为这代表了大量令人生畏的信息,所以我们将设计的数据“入口点”概念概念化,即咨询特定内容的建议和动机。我们还提出了一种主观模式,即只披露玩家角色所知道的信息,以维持有意义的知识经济。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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