理解突发叙事:支持玩家触发叙事过程的架构

Simon Chauvin, G. Levieux, Jean-Yves Donnart, S. Natkin
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引用次数: 5

摘要

意外游戏比进程游戏更有可能出现更多情境。再加上程序内容生成技术,它们还会增加玩家可能遇到的情况数量。然而,如果玩家缺乏创造力或运气,这些突发情况的叙事价值就会很低。本文通过一种架构来解决这一问题,即通过允许玩家触发叙述过程而赋予他们更多的故事责任。叙事过程是能够实时对故事进行有意义修改的脚本。我们提出的架构依赖于一个解释引擎,它的作用是理解不断变化的突发世界,并通过高级故事概念(如演员和地点)告知叙事过程。我们首先介绍突发游戏和互动叙事的基础知识,然后介绍叙事过程背后的架构以及解释引擎。最后,我们将讨论我们的架构对意外游戏基本特征的潜在影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Making sense of emergent narratives: An architecture supporting player-triggered narrative processes
Emergent games have the particularity to allow more possible situations to emerge than progression games do. Coupled with procedural content generation techniques they also tend to increase the number of possible situations that players can encounter., However, in case the player is not creative or lucky enough these many emergent situations can have a low narrative value. This article addresses this problem through an architecture that gives players more responsibilities towards the story by allowing them to trigger Narrative Processes. A Narrative Process is a script capable of making meaningful modifications to the story in real time. Our proposed architecture relies on an Interpretation Engine whose role is to make sense of the emergent world as it is changing and inform the Narrative Processes with high level story concepts such as actors and places., We first cover the basics of emergent games and interactive narratives and then present the architecture behind the Narrative Processes as well as the Interpretation Engine. We conclude by a discussion of the potential impact of our architecture on the fundamental characteristics of emergent games.
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