“Well, That was Quick” – Towards Storyworld Adaptivity that Reacts to Players as People
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Abstract
This paper proposes an investigation into interactive storyworld adaptivity, which is adapting the world in ways that do not necessarily alter the plot or narrative management of the story, but rather, purely change the world around the player. Using the game “Red Dead Redemption 2” as a case study, the paper discusses the possibilities of these kinds of adaptations and looks ahead to the future possibilities and what an interactive storyworld design might need to consider if it could change the entire world in real time, while letting the player roam free. It considers the types of interactions we should focus for more natural adaptations and what technology might help implement such a future, and why we would want to do so in the first place.
Keywords
Adaptivity Storyworlds Interactive storyworlds Red Dead Redemption 2References
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