Abstract
We have implemented an action-based role-playing game, called Wind’s End, that incorporates a simple, practical algorithm to enforce rising dramatic intensity during game play by controlling the choice of goals by nonplayer characters.
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Ramsley, C., Fugere, M., Pawson, R., Rich, C., O’Donnell, D. (2010). A Simple Intensity-Based Drama Manager. In: Aylett, R., Lim, M.Y., Louchart, S., Petta, P., Riedl, M. (eds) Interactive Storytelling. ICIDS 2010. Lecture Notes in Computer Science, vol 6432. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16638-9_25
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DOI: https://doi.org/10.1007/978-3-642-16638-9_25
Publisher Name: Springer, Berlin, Heidelberg
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