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

Anne Sullivan, April Grow, Michael Mateas, Noah Wardrip-Fruin
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引用次数: 18

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.
《Mismanor》的设计:创造一个可玩的基于任务的故事游戏
电脑角色扮演游戏(crpg)拥有强大的叙事,但通常在故事中缺乏有趣且有意义的选择。因此,这些故事是不可玩的。在本文中,我们提出了一种解决这一问题的CRPG故事新方法的存在性证明,同时提供了我们实现的细节。我们设计并创造了一个新的可玩体验,《Mismanor》,来测试我们的可玩故事理论。我们将讨论基于玩家特征和游戏世界的社交状态而用于复杂任务生成和故事管理的CiF-RPG和GrailGM系统的设计决策以及细节。
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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