mmorpg中动态世界变化的适应性任务

E. Tomai, R. Salazar, Dave Salinas
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引用次数: 4

摘要

主要的MMORPG任务模式在动态世界变化(源自玩家行动)与引导和激励游戏玩法的作者叙述之间存在明显的不兼容性。这两个功能都很有价值,开发人员正在尝试不同的方法来让它们共存。在本文中,我们研究了这个问题的一个方面:所谓的杀戮任务中的玩家影响vs.竞争。我们介绍了一个自适应任务的增量模型和一个模拟系统,其初步结果显示了在减轻不兼容性方面取得的进展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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