The Quest in a Generated World

The Quest in a Generated World
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生成世界中的探索

DOI:
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发表时间:
2007
期刊:
DiGRA Conference
影响因子:
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通讯作者:
Michael Nitsche
Michael Nitsche
中科院分区:
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文献类型:
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作者:
Calvin Ashmore;Michael Nitsche

文献摘要

被引文献

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随着程序内容成为游戏开发的一个更有吸引力的选择,程序确定的上下文是必要的结构和理解这些内容。我们发现在3D游戏中构建内容的一种有用的方法是探索。生成必要的上下文的任务就变成了任务生成。本文介绍了我们如何实现一个基本的任务生成器的基础上,钥匙和锁难题到一个程序化的游戏世界。它使用的空间进展的追求的概念,并讨论了游戏世界的设计,以及我们的任务生成器如何连接到它。它的发现是双重的:在技术层面上,我们设法实现了一个高度灵活的内容和上下文生成器到现有的游戏引擎;一个内容层面上,我们可以跟踪的迹象,更高的玩家兴趣在任务增强的程序游戏世界相比,非结构化的空间。关键词程序生成,空间生成,任务,虚拟空间,电子游戏程序空间和任务
As procedural content becomes a more appealing option for game development, procedurally determined context is necessary to structure and make sense of this content. We find that a useful means to structure content in 3D games is the quest. The task of generating necessary context then becomes one of quest generation. This paper describes how we implemented a basic quest generator based on key and lock puzzles into a procedural game world. It uses notion of quest as spatial progression and discusses the design of the game world and how our quest generator connects to it. Its findings are twofold: on the technical level we managed to implement a highly flexible content and context generator into an existing game engine; one the content level we can trace signs for higher player interest in quest-enhanced procedural game worlds in comparison to unstructured spaces. Author Keywords Procedural generation, spatial generation, quests, virtual space, video game PROCEDURAL SPACE AND THE QUEST