Facilitating open plot structures in story driven video games using situation generation

Gordon Brown, David J. King

Research output: Chapter in Book/Report/Conference proceedingConference contribution

69 Downloads (Pure)

Abstract

Story driven video games are rising in popularity, along with the players desire to make meaningful choice within the plot and therefore become more involved and immersed within the experience. This paper investigates the problems which arise from implementing interactive narrative within video games and potential techniques to solve those problems. The main focus of the study was the situation generation technique, used to maintain the continuity within open, emergent plot structures, using behaviour trees as a means to implement and traverse plot sequences. The ISGEngine was developed during the course of this study in order to implement and evaluate the situation generation technique.
Original languageEnglish
Title of host publicationProceedings of GAMEON 2012
Subtitle of host publication13th International Conference on Intelligent Games and Simulation
Editors Antonio J. Fernandez-Leiva, Carlos Cotta Porras, Raul Lara Cabrera
PublisherEUROSIS
Pages34-40
Number of pages7
ISBN (Print)9789077381748
Publication statusPublished - 2012
Event13th International Conference on Intelligent Games and Simulation, - Malaga, Spain
Duration: 14 Nov 201216 Nov 2012

Conference

Conference13th International Conference on Intelligent Games and Simulation,
Abbreviated titleGAMEON'2012
CountrySpain
CityMalaga
Period14/11/1216/11/12

Cite this

Brown, G., & King, D. J. (2012). Facilitating open plot structures in story driven video games using situation generation. In A. J. Fernandez-Leiva, C. C. Porras, & R. L. Cabrera (Eds.), Proceedings of GAMEON 2012: 13th International Conference on Intelligent Games and Simulation (pp. 34-40). EUROSIS. http://www.eurosis.org/cms/?q=taxonomy/term/58#GAMEON