Deriving quests from open world mechanics

Deriving quests from open world mechanics
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从开放世界机制中派生任务

DOI:
10.1145/3102071.3102098
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发表时间:
2017
期刊:
FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
影响因子:
--
通讯作者:
Martens, Chris
Martens, Chris
中科院分区:
--
文献类型:
--
作者:
Alexander, Ryan;Martens, Chris

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开放世界游戏比线性进展结构的游戏为玩家提供了更多的自由。然而,如果没有明确的目标,他们常常会让玩家失去目标感。大多数时候,任务和目标都是手工编写的,并叠加在开放世界的机制之上。但如果它们可以从游戏本身有机地生成呢?我们项目的目标是开发 Minecraft 中的机制模型,可用于确定开放世界环境中目标的理想放置位置。我们用逻辑规则形式化了《我的世界》的游戏逻辑,这些逻辑规则可以通过两种方式进行操作:在玩开放世界游戏时,几乎没有开发人员指导,它们可以被执行以生成代表玩家体验的图表;并且可以对它们进行静态分析以确定依赖性顺序、反馈循环和瓶颈。然后,这些分析可用于通过算法将成就置于游戏动作上。
Open world games present players with more freedom than games with linear progression structures. However, without clearly-defined objectives, they often 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? The goal of our project was to develop a model of the mechanics in Minecraft that could be used to determine the ideal placement of objectives in an open world setting. We formalized the game logic of Minecraft in terms of logical rules that can be manipulated in two ways: they may be executed to generate graphs representative of the player experience when playing an open world game with little developer direction; and they may be statically analyzed to determine dependency orderings, feedback loops, and bottlenecks. These analyses may then be used to place achievements on gameplay actions algorithmically.
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