Telling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST
Ramirez, Alejandro Jose (University of Alberta) | Bulitko, Vadim (University of Alberta)
Around the same time, a system called Player-Specific From Shakespeare's "Romeo and Juliet" to George Lucas' Stories via Automatically Generated Events (PaSSAGE) "Star Wars" to BioWare's "Jade Empire" to campfire stories (Thue et al. 2007) was proposed, which used AI techniques to baseball commentary, story-telling is a fundamental to model the player as he/she experiences a narrative-rich part of entertainment. A strong narrative resonates with our video game. Such a continuously updated player model was minds, hearts and souls and keeps us engaged. We remember used to dynamically adapt the story, tailoring it to the current the stories of our childhood and retell them to our own player. Unlike, ASD, PaSSAGE did not have any automation children. Story-telling has delighted and saddened the human at the design stage and relied on a human designer to race since the beginning of time and shows no signs of foresee all possible ways of a player breaking the story and slowing down. But can it be improved with technology?
Oct-7-2012
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- North America
- Canada > Alberta (0.28)
- United States (0.47)
- North America
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- Leisure & Entertainment > Games > Computer Games (1.00)
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