Abstract:
Existing quest generation systems that use structural rules have an important limitation. A quest generated by such systems are not guaranteed to be flexible such that pl...Show MoreMetadata
Abstract:
Existing quest generation systems that use structural rules have an important limitation. A quest generated by such systems are not guaranteed to be flexible such that players can finish the quest in a variety of ways. In this paper, we extend such systems by replacing action-based quests with game state-based quests. A quest generated from our system is filtered for conflicting scenarios and then analyzed using Prolog to guarantee multiple paths of completion. Ensuring that quests always have multiple ways to complete improves quest quality and players' experience.
Published in: 2019 16th International Joint Conference on Computer Science and Software Engineering (JCSSE)
Date of Conference: 10-12 July 2019
Date Added to IEEE Xplore: 14 October 2019
ISBN Information: