Quest Patterns for Story-Based Computer Games

Authors

  • Marcus Trenton University of Alberta
  • Duane Szafron University of Alberta
  • Josh Friesen University of Alberta
  • Curtis Onuczko BioWare Corp.

Keywords:

Quest, Quest Pattern, Game plot, Game scripting

Abstract

As game designers shift focus from graphical realism to immersive stories, the number of game-object interactions grows exponentially. Games use manually written scripts to control interactions. ScriptEase provides game designers with generative patterns that generate scripting code to control common interactions. This paper describes a new kind of generative pattern, quest patterns, that generate scripting code to control story plot. We present our quest pattern architecture and study results that show quest patterns are easy-to-use and reduce plot scripting errors.

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Published

2010-10-10

How to Cite

Trenton, M., Szafron, D., Friesen, J., & Onuczko, C. (2010). Quest Patterns for Story-Based Computer Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 6(1), 204-209. Retrieved from https://ojs.aaai.org/index.php/AIIDE/article/view/12408