True story: dynamically generated, contextually linked quests in persistent systems

Massively Multiplayer Online Role-Playing Games (MMORPGs) typically use a handful of static conventions for involving players in stories, such as predefined quest or story paths (a quest or story path is one in which the user experiences a sequence of related quests that must be accomplished in a particular order). Beyond the work done in MMORPGs there has been strong research in designing adaptive approaches to interactive fiction/drama that dynamically author content for users of the interactions [10] [18]. The system architecture presented in this paper, TRUE STORY, is designed to address issues concerning dynamically generated quest or story paths in persistent worlds, such as MMORPGs, for users to engage in more enhanced, interactive and personal experiences. TRUE STORY empowers persistent world designers by offering a truly modular approach for dynamically generating and presenting compelling content that results in user experiences worth telling a story about. The current implementation is set in a game model to demonstrate a dynamic quest generation system built to present users with unique and compelling experiences linked by context to past quests and/or experiences. This is achieved by utilizing history and relationships developed through interaction between world objects and actions.

[1]  K. Johnstone Impro for storytellers , 1999 .

[2]  Joseph Bates,et al.  Guiding interactive drama , 1997 .

[3]  David Freeman,et al.  Creating emotion in games: the craft and art of Emotioneering#8482; , 2003, CIE.

[4]  Joseph Campbell,et al.  The Hero's Journey: Joseph Campbell on His Life and Work , 1990 .

[5]  C. Crawford Chris Crawford on Interactive Storytelling , 2004 .

[6]  R. Michael Young,et al.  An architecture for integrating plan-based behavior generation with interactive game environments , 2004, J. Game Dev..

[7]  Andrew Stern,et al.  Believable Agents and Intelligent Story Adaptation for Interactive Storytelling , 2006, TIDSE.

[8]  Brian Magerko A Comparative Analysis of Story Representations for Interactive Narrative Systems , 2007, AIIDE.

[9]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[10]  Daniel Kudenko,et al.  Adaptive Generation of Dilemma-based Interactive Narratives , 2007, Advanced Intelligent Paradigms in Computer Games.

[11]  David L. Roberts,et al.  Player Autonomy versus Designer Intent: A Case Study of Interactive Tour Guides , 2007, AIIDE.

[12]  Michael Lebowitz,et al.  Creating characters in a story-telling universe , 1984 .

[13]  David Thue,et al.  Interactive Storytelling: A Player Modelling Approach , 2007, AIIDE.

[14]  Vladimir Propp,et al.  Morphology of the folktale , 1959 .

[15]  Andrew Stern,et al.  Façade: An Experiment in Building a Fully-Realized Interactive Drama , 2003 .

[16]  Amedeo Cesta,et al.  Goal-Based Personalities and Social Behaviors in Believable Agents , 1999, Appl. Artif. Intell..

[17]  Santiago Ontañón,et al.  Towards Player Preference Modeling for Drama Management in Interactive Stories , 2007, FLAIRS.

[18]  Padraig Cunningham,et al.  A Multiplayer O.P.I.A.T.E , 2004, Int. J. Intell. Games Simul..

[19]  Ken Perlin,et al.  Improv: a system for scripting interactive actors in virtual worlds , 1996, SIGGRAPH.

[20]  Chris Crawford Chris Crawford on Interactive Storytelling (New Riders Games) , 2004 .