Towards Procedural Generation of Narrative Puzzles for Open World Games
Citation:
Davern, S., Haahr, M. (2023). Towards Procedural Generation of Narrative Puzzles for Open World Games. In: Holloway-Attaway, L., Murray, J.T. (eds) Interactive Storytelling. ICIDS 2023. Lecture Notes in Computer Science, vol 14384. Springer, ChamDownload Item:
Abstract:
Story Puzzle Heuristics for Interactive Narrative eXperiences
(SPHINX) was developed as a system for generating narrative puzzles
in adventure games. While SPHINX is capable of generating narrative
puzzles for narrative games with a progressive structure, it cannot be
applied to genres that adopt a progressive narrative structure with emergent components like open world video games. In this paper, we present
the adaptations we will make to SPHINX to allow it to generate narrative puzzles in open world games that can act as optional side content. We argue that this can be achieved by creating a large database of
puzzle items, actions, rules and goals; by altering when SPHINX generates puzzles; and by creating new item properties that remedy potential
design issues that may arise. Some design implications are considered
and avenues for further work are put forward.
Author's Homepage:
http://people.tcd.ie/haahrmDescription:
PUBLISHEDKobe, Japan
Author: Haahr, Mads
Other Titles:
Lecture Notes in Computer Science (LNCS)International Conference for Interactive Digital Storytelling (ICIDS)
Publisher:
Springer VerlagType of material:
Conference PaperCollections
Series/Report no:
14383-14384;Availability:
Full text availableSubject:
Authoring tools, Interactive narrative, Procedural content generation, Puzzles, Open world, Video gamesSubject (TCD):
Creative TechnologiesDOI:
https://doi.org/10.1007/978-3-031-47658-7_13Metadata
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