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expressive intelligence studio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests [email protected] http://users.soe.ucsc.edu/~anne/ 18 June 2010 Anne Sullivan, Michael Mateas, and Noah Wardrip-Fruin

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Page 1: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio

UC Santa Cruz

Rules of EngagementMoving beyond combat-based quests

[email protected]://users.soe.ucsc.edu/~anne/18 June 2010

Anne Sullivan, Michael Mateas, and Noah Wardrip-Fruin

Page 2: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

Motivation

We wish to enable players to have deeper choices within the game narrative.

Page 3: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

Combat Reliance

The main mechanic for choice is through combat.

Meanwhile, narrative is on a fixed trajectory.

Localized choices

Localized choices

Localized choices

Linear story Linear story

Page 4: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

Quests

Players move through narrative in the form of quests.

Page 5: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

Playable Quests

Quests lack interesting or meaningful choices.

Quests are not playable.

Page 6: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

The GrailGM

GrailGM

Game

Quest Library

Active Quests

Player

Game System

Player State World State

Quest Manager

Quest Filter Active Quest Monitor

takes actions

updates

monitors

suggests quests informs of completed quests

offers new quests, quest-related actions

Page 7: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

The GrailGM

The GrailGM selects pre-authored quest pieces and re-combines them based on player actions.

Quest Goal

NPC NPC NPC

Solution

Solution

Solution

Page 8: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

Quest Goals

Quest goals are defined as the game state change required for the quest to be considered complete.

Quest Goal

NPC NPC NPC

Solution

Solution

Solution

Page 9: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

NPCs

Quests are no longer tied to particular NPCs. This allows the NPCs to play a larger part in the game interaction.

Quest Goal

NPC NPC NPC

Solution

Solution

Solution

Page 10: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

Solutions

Quest Goal

NPC NPC NPC

Solution

Solution

Solution

Solutions are the available actions that the player may take to complete the quest goal.

Page 11: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

Demo

Putting it all together - demo time!

Quest Goal

NPC NPC NPC

Solution

Solution

Solution

Page 12: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

Conclusion

By generating quests in response to player’s actions, they are able to have deeper choices within the game narrative.

Page 13: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

Thank You

Questions?

Anne [email protected]://soe.ucsc.edu/~anne/

Blizzard, World of Warcraft, 2004

Page 14: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

The GrailGM

GrailGM

Game

Quest Library

Active Quests

Player

Game System

Player State World State

Quest Manager

Quest Filter Active Quest Monitor

takes actions

updates

monitors

suggests quests informs of completed quests

offers new quests, quest-related actions

Page 15: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

The GrailGM

GrailGM

Game

Quest

Library

Active

Quests

Player

Game System

Player State

World State

Quest Manager

Quest FilterActive Quest Monitor

takes actions

updates

monitors

suggests questsinforms of completed quests

offers new quests, quest-related

actions

Page 16: Expressiveintelligencestudio UC Santa Cruz Rules of Engagement Moving beyond combat-based quests anne@soe.ucsc.edu anne/ 18

expressiveintelligencestudio UC Santa Cruz

The Grail Framework

The GrailGM allows for quests to be decoupled from a specific NPC.

This allows for NPC / player relationships to become part of the actions available and to be part of the developing story.