• AI: systems and artifacts– Less stupid– More intelligent
• Game Design
• Player Experience
• AI to improve both
• Mechanics = naked
• Fiction = cliché– Interesting, funny, touching, etc.– But not essential
• Carrot – 10 seconds– 10 minutes– 10 hours
• Level and location interlock
• Quest design – 20: choose area– 40: multiple areas– 60: world-spanning adventures
• Visiting “old stomping grounds”
• A real sense of progression
• Class
• Skills
• Equipment
• Quests– Can solo – but slow– Difficult to group with other levels
• Individual impact limited – Persistent world, scripted events– Group play adds meta-content
• Roles– Share, heal, inform, save the day– Ignore, lie, pvp, greed over need– Pose, strip, dance naked
• If it quacks like a druid….– Can be hard to feel “unique”
• Put the R back in RPG
• Put the R back in RPG– AI for bosses
• Put the R back in RPG– AI for bosses – Dynamic quests
• Put the R back in RPG– AI for bosses – Dynamic quests– World-scale events...
• Put the R back in RPG– AI for bosses – Dynamic quests– World-scale events...
– Information economy?
Exploits
Influence
Exploits
Infamy
Influence
Exploits
IronThump
horde minions
IronThump
horde minions
IronThump
Fahna
horde minions
IronThump
Fahna
new threat!
horde minions
IronThump
Fahna
new threat!
• What do truly unique events add to the experience of online spaces?
• What do truly unique events add to the experience of online spaces?
• How can AI support and enhance social play, group empowerment, agency and dramatic consequence?
• What do truly unique events add to the experience of online spaces?
• How can AI support and enhance social play, group empowerment, agency and dramatic consequence?
• How can we reflect information back at players to create a sense of history and community in those spaces?