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The Quality System - An Attempt to Increase Cohesiveness Between Quest Givers and Quest Types

  • Daniel Brogaard Buss
  • Morten Vestergaard Eland
  • Rasmus Lystlund
  • Paolo Burelli
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9445)

Abstract

In this article, we present our efforts to try to increase cohesiveness and connectivity between quests generated by a recreation of an existing procedural quest generation system, with an addition of a progressive tier system called Quality System. A study gave strong indications that the Quality System successfully produced a positive effect on the feeling of cohesiveness and connectivity between the generated quests amongst Role-playing- and Massively Multiplayer Online games players.

Keywords

Procedural content generation Cohesiveness Quests 

References

  1. 1.
    Sullivan, A., Grow, A., Mateas, M., Wardrip-Fruin, N.: The design of Mismanor: creating a playable quest-based story gameGoogle Scholar
  2. 2.
    Lee, Y-S., Cho, S-B.: Context-aware petri net for dynamic procedural content generation in role-playing game. In: Computational Intelligence Magazine, pp. 16–25. IEEE (2011)Google Scholar
  3. 3.
    Doran, J., Parberry, I.: A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs. Technical report, LARC-2011-02 (2011)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Daniel Brogaard Buss
    • 1
  • Morten Vestergaard Eland
    • 1
  • Rasmus Lystlund
    • 1
  • Paolo Burelli
    • 1
  1. 1. Department of Architecture, Design and Media Technology, Section of MedialogyAalborg University, CopenhagenCopenhagenDenmark

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