{"title":"mmorpg中动态世界变化的适应性任务","authors":"E. Tomai, R. Salazar, Dave Salinas","doi":"10.1145/2282338.2282402","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"11 1","pages":"286-287"},"PeriodicalIF":0.0000,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Adaptive quests for dynamic world change in MMORPGs\",\"authors\":\"E. Tomai, R. Salazar, Dave Salinas\",\"doi\":\"10.1145/2282338.2282402\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":92512,\"journal\":{\"name\":\"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games\",\"volume\":\"11 1\",\"pages\":\"286-287\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-05-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2282338.2282402\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2282338.2282402","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Adaptive quests for dynamic world change in MMORPGs
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.