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Rules of engagement: moving beyond combat-based quests

Published: 18 June 2010 Publication History
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  • Abstract

    Computer role-playing games (CRPGs) are known for their strong narrative structure. Over time, quests have become one of the main mechanics for leading a player through the story. Quests are given to the player in the form of a set of tasks to complete with few, if any, options. The options given to the player instead often revolve around combat-oriented actions -- requiring the player to engage in combat to progress through the storyline, despite player preference or game story that hints otherwise. We address this issue with the GrailGM, a run-time game master which offers quests and actions to the player based on their history and current world state.

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    cover image ACM Other conferences
    INT3 '10: Proceedings of the Intelligent Narrative Technologies III Workshop
    June 2010
    128 pages
    ISBN:9781450300223
    DOI:10.1145/1822309
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • SASDG: Society for the Advancement of the Science of Digital Games
    • Microsoft Research: Microsoft Research

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    Publication History

    Published: 18 June 2010

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    Author Tags

    1. quests
    2. role-playing games
    3. rule-based systems

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    • (2021)Adaptive Branching Quests Based on Automated Planning and Story Arcs2021 20th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)10.1109/SBGames54170.2021.00012(9-18)Online publication date: Oct-2021
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