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.
|Title of host publication||Proceedings of GAMEON 2012|
|Subtitle of host publication||13th International Conference on Intelligent Games and Simulation|
|Editors||Antonio J. Fernandez-Leiva, Carlos Cotta Porras, Raul Lara Cabrera|
|Number of pages||7|
|Publication status||Published - 2012|
|Event||13th International Conference on Intelligent Games and Simulation, - Malaga, Spain|
Duration: 14 Nov 2012 → 16 Nov 2012
|Conference||13th International Conference on Intelligent Games and Simulation,|
|Period||14/11/12 → 16/11/12|
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.