Download presentation
Presentation is loading. Please wait.
1
expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu http://users.soe.ucsc.edu/~anne/ 18 June 2010 Anne Sullivan, Michael Mateas, and Noah Wardrip-Fruin
2
expressiveintelligencestudioUC Santa Cruz Motivation We wish to enable players to have deeper choices within the game narrative.
3
expressiveintelligencestudioUC Santa Cruz Combat Reliance The main mechanic for choice is through combat. Meanwhile, narrative is on a fixed trajectory. Localized choices Linear story
4
expressiveintelligencestudioUC Santa Cruz Quests Players move through narrative in the form of quests.
5
expressiveintelligencestudioUC Santa Cruz Playable Quests Quests lack interesting or meaningful choices. Quests are not playable.
6
expressiveintelligencestudioUC Santa Cruz The GrailGM GrailGM Game Quest Library Active Quests Player Game System Player StateWorld State Quest Manager Quest Filter Active Quest Monitor takes actions updates monitors suggests quests informs of completed quests offers new quests, quest-related actions
7
expressiveintelligencestudioUC Santa Cruz The GrailGM The GrailGM selects pre-authored quest pieces and re-combines them based on player actions. Quest Goal NPC Solution
8
expressiveintelligencestudioUC Santa Cruz Quest Goals Quest goals are defined as the game state change required for the quest to be considered complete. Quest Goal NPC Solution
9
expressiveintelligencestudioUC Santa Cruz NPCs Quests are no longer tied to particular NPCs. This allows the NPCs to play a larger part in the game interaction. Quest Goal NPC Solution
10
expressiveintelligencestudioUC Santa Cruz Solutions Quest Goal NPC Solution Solutions are the available actions that the player may take to complete the quest goal.
11
expressiveintelligencestudioUC Santa Cruz Demo Putting it all together - demo time! Quest Goal NPC Solution
12
expressiveintelligencestudioUC Santa Cruz Conclusion By generating quests in response to player’s actions, they are able to have deeper choices within the game narrative.
13
expressiveintelligencestudioUC Santa Cruz Thank You Questions? Anne Sullivan anne@soe.ucsc.edu http://soe.ucsc.edu/~anne/ Blizzard, World of Warcraft, 2004
14
expressiveintelligencestudioUC Santa Cruz The GrailGM GrailGM Game Quest Library Active Quests Player Game System Player StateWorld State Quest Manager Quest Filter Active Quest Monitor takes actions updates monitors suggests quests informs of completed quests offers new quests, quest-related actions
15
expressiveintelligencestudioUC Santa Cruz The GrailGM GrailGM Game Quest Library Active Quests Player Game System Player StateWorld State Quest Manager Quest Filter Active Quest Monitor takes actions updates monitors suggests quests informs of completed quests offers new quests, quest-related actions
16
expressiveintelligencestudioUC Santa Cruz The Grail Framework The GrailGM allows for quests to be decoupled from a specific NPC. This allows for NPC / player relationships to become part of the actions available and to be part of the developing story.
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.