Proceedings of the 12th International Conference on the Foundations of Digital Games 2017
DOI: 10.1145/3102071.3102098
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Deriving quests from open world mechanics

Abstract: Open world games present players with more freedom than games with linear progression structures. However, without clearly-de ned objectives, they o en leave players without a sense of purpose. Most of the time, quests and objectives are hand-authored and overlaid atop an open world's mechanics. But what if they could be generated organically from the gameplay itself? e goal of our project was to develop a model of the mechanics in Minecra that could be used to determine the ideal placement of objectives in an… Show more

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Cited by 16 publications
(9 citation statements)
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“…Mikami et al generated tutorials for API coding libraries [23], claiming that the resulting generated tutorials helped users learn libraries more effectively than current tutorials. Alexander et al formalized the game logic of Minecraft (Mojang 2009) into mechanics to create action graphs, representing the player experience, and created quests and achievements based off those actions [1]. Another approach is that of Game-O-Matic [34], which generates arcade style games and instructions using a story-based conceptmap inputted by a user.…”
Section: Generative Methods For Tutorials and Game Mechanicsmentioning
confidence: 99%
“…Mikami et al generated tutorials for API coding libraries [23], claiming that the resulting generated tutorials helped users learn libraries more effectively than current tutorials. Alexander et al formalized the game logic of Minecraft (Mojang 2009) into mechanics to create action graphs, representing the player experience, and created quests and achievements based off those actions [1]. Another approach is that of Game-O-Matic [34], which generates arcade style games and instructions using a story-based conceptmap inputted by a user.…”
Section: Generative Methods For Tutorials and Game Mechanicsmentioning
confidence: 99%
“…In highdegree-of-freedom games especially, it is crucial to keep players interested. Alexander and Martens [24] discussed several mechanics of the open-world games. In an open-world game (i.e., Minecraft), players explore the game space, which is typically satisfied by providing a quest system to provide players with a sense of purpose and progress via the task generation method.…”
Section: Research On the Quest Systemmentioning
confidence: 99%
“…A more general content being generated by using PCG is categorized as "content" on the figure as it does not focus on a single content but rather creating an entire system of its own as an output [70]. In term of quest focused content, several form of PCG has been known to be able to create a set of narration and stories [71], [72], while other contents are more niche such as generating music [73] or instructions for players [74].…”
Section: Focused Contentmentioning
confidence: 99%