Extending CRPGs as an interactive storytelling form
A Sullivan, A Grow, T Chirrick, M Stokols… - … on Interactive Digital …, 2011 - Springer
A Sullivan, A Grow, T Chirrick, M Stokols, N Wardrip-Fruin, M Mateas
Interactive Storytelling: Fourth International Conference on Interactive …, 2011•SpringerComputer role-playing games (CRPGs) have strong narratives, but in general lack a density
of interesting and meaningful choices for the player within the story. We have identified two
main components of player interaction within the story—quests and character interaction—to
address in a new playable experience, Mismanor. In this paper we focus on the character
interaction aspect. In particular, it describes how we use the Comme il Faut system to
support emergent social interactions between the player and the game characters based on …
of interesting and meaningful choices for the player within the story. We have identified two
main components of player interaction within the story—quests and character interaction—to
address in a new playable experience, Mismanor. In this paper we focus on the character
interaction aspect. In particular, it describes how we use the Comme il Faut system to
support emergent social interactions between the player and the game characters based on …
Abstract
Computer role-playing games (CRPGs) have strong narratives, but in general lack a density of interesting and meaningful choices for the player within the story. We have identified two main components of player interaction within the story—quests and character interaction—to address in a new playable experience, Mismanor. In this paper we focus on the character interaction aspect. In particular, it describes how we use the Comme il Faut system to support emergent social interactions between the player and the game characters based on player’s traits and the social state of the game world. We discuss the design and creation of the game as well as the modifications to the systems required to support this new CRPG experience.
Springer