Dramaturgical Design of the Narrative in Digital Games: AI planning of conflicts in non-linear spaces of time

K. Jantke
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引用次数: 10

Abstract

Dramaturgy is the design of emotional experience. For digital games that are intended to tell a story, game design includes the anticipation of the players' experiences which shall lead to excitement, fascination, thrill, perhaps to immersion and flow, but not to boredom or confusion. What players will experience takes place over time. Events that happen are linearly ordered and those that may potentially happen form a partially orderded space-the game's story space. Dramaturgical game design is the anticipation of varying experiences and their thoughtful arrangment in a partially ordered space of events which players may possibly experience when playing the game. This may be seen as planning as demonstrated in an original game design case study. The approach particularly applies to those digital games that bear the potentials of telling a story. The inductive approach to AI planning is introduced into dramaturgical design.
数字游戏叙事的戏剧设计:非线性时间空间中冲突的AI规划
戏剧是情感体验的设计。对于想要讲述故事的数字游戏来说,游戏设计包含了对玩家体验的期待,这将导致兴奋、着迷、兴奋,也许会让玩家沉浸其中,但不会让他们感到无聊或困惑。随着时间的推移,玩家将体验到什么。发生的事件是线性有序的,而那些可能发生的事件形成了部分有序的空间——游戏的故事空间。戏剧游戏设计是对不同体验的预期,并将其精心安排在玩家在玩游戏时可能经历的部分有序事件空间中。这可以看作是在原始游戏设计案例研究中所展示的计划。这种方法尤其适用于那些具有讲故事潜力的数字游戏。将人工智能规划的归纳方法引入戏剧设计。
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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