Towards Expressive Input for Character Dialogue in Digital Games
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DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
UPC Platform Publisher Title Price Available 730865001347
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Realistic Dialogue Engine for Video Games
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 1-5-2014 12:00 AM Realistic Dialogue Engine for Video Games Caroline M. Rose The University of Western Ontario Supervisor Mike Katchabaw The University of Western Ontario Graduate Program in Computer Science A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Science © Caroline M. Rose 2014 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Artificial Intelligence and Robotics Commons Recommended Citation Rose, Caroline M., "Realistic Dialogue Engine for Video Games" (2014). Electronic Thesis and Dissertation Repository. 2652. https://ir.lib.uwo.ca/etd/2652 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. REALISTIC DIALOGUE ENGINE FOR VIDEO GAMES (Thesis format: Monograph) by Caroline M. Rose Graduate Program in Computer Science A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science The School of Graduate and Postdoctoral Studies The University of Western Ontario London, Ontario, Canada © Caroline M. Rose 2015 Abstract The concept of believable agent has a long history in Artificial Intelligence. It has applicability in multiple fields, particularly video games. Video games have shown tremendous technological advancement in several areas such as graphics and music; however, techniques used to simulate dialogue are still quite outdated. In this thesis, a method is proposed to allow a human player to interact with non-player characters using natural-language input. -
What Makes a Trophy Hunter? an Empirical Analysis of Reddit Discussions
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). What makes a trophy hunter? An empirical analysis of Reddit discussions Chien Lu1, Jaakko Peltonen1, Timo Nummenmaa1, Xiaozhou Li1, and Zheying Zhang 1 Tampere University, Kalevantie 4, 33100 Tampere, Finland Abstract. In this paper, an empirical data-driven analysis of online discussions of meta-game reward systems is carried out. The data is collected from one of the biggest online discussion forums called Reddit and a text-mining technique called topic modeling is employed. Over 46000 discussion threads from the two most relevant subreddits /r/xboxachievements and /r/Trophies are analyzed and the results of topic modeling shows not only interesting topics but also the (dis)similarity between two text sources the temporal trends of topics. We have found that the volume of related discussions shows an ongoing trend. The topic model results have also revealed that some game genres are more prevalent than others and the (dis)similarities between text sources have been also discovered. Keywords: trophy hunting, Reddit, topic modeling 1 Introduction It has been noted that games can also be gamified [10], which has attracted research- ers’ attention [9,14]. Early work on applying badge systems to non-game contexts have also used game achievement systems as a source of inspiration [19]. One of the gamification design implementations is a meta-game reward system, which awards visual indicators for completion of tasks and acts as an overarching game in which players obtain rewards through playing across different games [5]. -
Full Game Development
CREATIVE AGENCY PRESENTATION FULL GAME DEVELOPMENT June 2021 CREATIVE AGENCY PRESENTATION PROUD TO WORK WITH STRICTLY CONFIDENTIAL CREATIVE AGENCY PRESENTATION EXTENSIVE IP EXPERIENCE We carefully study the IP's history and lore and follow every small detail to avoid costly mistakes. We create new content in precisely defined limitations and work closely with IP holders for timely approvals. STRICTLY CONFIDENTIAL CREATIVE AGENCY PRESENTATION TECHNOLOGY FOCUS EXPERTISE Our experience with Unity along with certification from Playstation to Xbox, Nintendo and Apple Arcade allow us to provide powerful solutions for our customers. Focus: Mobile & cross-platform development / C# Platforms: Mobile / Switch / Cloud CREATIVE AGENCY PRESENTATION CREATIVE APPROACH CORNERSTONES Game Design Expertise Align creative vision with your business goals with thought-through game design, game economy design, and level design for optimal pacing and enjoyment. And we have experts in all three areas. GAME IDEA & UNIQUE MECHANICS SEARCHING Producer's Vision During the vision formation & pre-production phase we test We strive to deliver an exceptional gaming experience: our game’s market fit to avoid mistakes during development, producer keeps a hand on pulse to see that the game’s get a full grasp on the scope of the project, foresee the catchy, or funny, or scary just as you wanted it, and works super fast. complications and liabilities of the game. Art Direction How to stand out on the market, or how to make all the details look consistent? How colors influence the mood of a player? You guessed it: our art director will be responsible that your game not only looks good, but feels right. -
Immersion and Worldbuilding in Videogames
Immersion and Worldbuilding in Videogames Omeragić, Edin Master's thesis / Diplomski rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: Josip Juraj Strossmayer University of Osijek, Faculty of Humanities and Social Sciences / Sveučilište Josipa Jurja Strossmayera u Osijeku, Filozofski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:142:664766 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-01 Repository / Repozitorij: FFOS-repository - Repository of the Faculty of Humanities and Social Sciences Osijek Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Odsjek za engleski jezik i književnost Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Znanstveno područje: humanističke znanosti Znanstveno polje: filologija Znanstvena grana: anglistika Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. University of J.J. Strossmayer in Osijek Faculty of Humanities and Social Sciences Study Programme: -
Toward a Deeper Understanding of Branching Dialogue Systems
TOWARD A DEEPER UNDERSTANDING OF BRANCHING DIALOGUE SYSTEMS LEANNE C. TAYLOR-GILES BFA (Creative Writing Production) Submitted in partial fulfilment of the requirements for the degree of Masters by Research. CREATIVE INDUSTRIES FACULTY QUEENSLAND UNIVERSITY OF TECHNOLOGY 2014 Leanne C. Taylor-Giles -- Understanding Branching Dialogue Systems Keywords Agency; branching dialogue systems; conversation architecture; creative writing; critical path; emergent narrative; emotional interface; immersion; interaction design; interactive narrative; literary criticism; narrative design; player character; practice-led; roleplaying video games; writing for video games. 2 – Creative Industries, QUT Understanding Branching Dialogue Systems – Leanne C. Taylor-Giles Abstract This exegesis addresses the concept of writing for video games, and specifically the branching dialogue systems available within contemporary roleplaying video games. It suggests a taxonomy for the critique of interactive narratives, and seeks to answer the question of whether branching dialogues may be separated from their medium in order to apply more traditional methods of literary criticism. The exegesis covers the critique of four contemporary roleplaying video games that are rated as the ‘best’ from among the offerings of the current video game development industry. It also examines the author’s personal works from both an internal and external standpoint, to further elucidate the aspects of writing for branching dialogues and interactive media that have yet to be discussed from a practitioner’s point of view within an academic context. As a conclusion, the exegesis presents a final project aimed at supporting the reflections and discoveries made throughout, providing a first-hand look at a game writer’s unedited creative process and the methods by which greater interactivity with non-player characters may be achieved. -
Official Fact Sheet in PDF Format
Telltale Games and LucasArts Present ™ Platforms His name is Guybrush Threepwood, and he’s a Mighty Pirate™! This summer, join PC Download him in an all-new monthly series that brings the intrigue, adventure, and rich, WiiWare™ piratey goodness of Monkey Island™ to today’s gamers. Genre Background Episodic Adventure Tales of Monkey Island was created through a partnership between Telltale Games, Comedy the leader in interactive episodic entertainment, and LucasArts, the company that spearheaded the “golden age” of adventure games in the 1990s. Developer Telltale Games The Tales of Monkey Island creative team—also responsible for Telltale’s acclaimed Sam & Max, Strong Bad, and Wallace & Gromit series—includes writers, designers, Publisher and artists who worked on all four of the previous Monkey Island games. Telltale Games The Story ESRB Rating Pending An epic adventure in five parts, Tales of Monkey Island grows more engrossing with each new installment. While battling the evil pirate LeChuck, Guybrush mistakenly Release timeframe unleashes an insidious pox that transforms the buccaneers of the Caribbean into Five monthly episodes unruly monsters. On the Voodoo Lady’s advice, he sets sail in search of La Esponja starting Summer 2009 Grande, a legendary sea sponge that will stem the epidemic. Official website Little does he know, Threepwood’s quest is part of a more sinister plot. Good and www.telltalegames.com/ evil are not always what they seem, and everything you think you know will be monkeyisland challenged as Tales of Monkey Island -
Emulating Authentic Dialogue in Roleplaying Video Games
Tips of Fingers, Tips of Tongues: Emulating Authentic Dialogue in Roleplaying Video Games Stephanie Caskenette The Department of Art History and Communication Studies, McGill University, Montréal October 2017 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of a Master’s of Arts (Communication Studies). © Stephanie Caskenette, 2017 1 Table of Contents Abstract ........................................................................................................................................... 3 Acknowledgements ......................................................................................................................... 4 Introduction ..................................................................................................................................... 5 Chapter 1 – Game Feel and Other Methodological Considerations ............................................. 22 Chapter 2 – Dialogue Systems in Roleplaying Games ................................................................. 44 Chapter 3 –Evaluating Contemporary Dialogue Systems ............................................................ 62 Chapter 4 – Designing Around Hardware Limitations ................................................................. 77 Conclusion .................................................................................................................................... 94 Works Cited ................................................................................................................................. -
Nintendo Wii Virtual Console
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UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Increasing Authorial Leverage in Generative Narrative Systems Permalink https://escholarship.org/uc/item/4dq8w2g9 Author Garbe, Jacob Publication Date 2020 License https://creativecommons.org/licenses/by-nc-sa/4.0/ 4.0 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ INCREASING AUTHORIAL LEVERAGE IN GENERATIVE NARRATIVE SYSTEMS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Jacob Garbe September 2020 The Dissertation of Jacob Garbe is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Ian Horswill Quentin Williams Acting Vice Provost and Dean of Graduate Studies Copyright c by Jacob Garbe 2020 Table of Contents List of Figures v Abstract xi Dedication xiii Acknowledgments xiv 1 Introduction 1 1.0.1 Traversability . 11 1.0.2 Authorability . 16 1.0.3 MDA Framework . 25 1.0.4 System, Process, Product . 26 1.0.5 Axes of Analysis . 27 1.0.6 PC3 Framework . 28 1.0.7 Progression Model . 29 1.1 Contributions . 31 1.2 Outline . 32 2 Ice-Bound 34 2.1 Experience Challenge . 35 2.2 Related Works . 41 2.2.1 Non-Digital Combinatorial Fiction . 41 2.2.2 Digital Combinatorial Fiction . 51 2.3 Relationship to Related Works . 65 2.4 System Description . 66 2.4.1 Summary . 66 2.5 The Question of Authorial Leverage . 78 2.5.1 Traversability . 78 2.5.2 Authorability . 85 2.6 System Summary . -
Exploring Player Roles and Role Affordance in Video Games1 In
1 “Select the Type of Experience You Would Like to Have”: Exploring Player Roles and Role Affordance in Video Games1 In the conclusion to Play Between Worlds, T.L. Taylor tells game designers and critics, “[r]ather than simply being frustrated about players who do not play a game ‘right’ or who ‘mess up’ otherwise perfect systems . we need to take seriously the range of interventions that occur and why” they occur when players engage with video games (158-59). In other words, it would be a mistake to focus our attention on game systems and possibility spaces while ignoring or disparaging player agency. Even just within the genre of role-playing games (RPGs, referring in this essay only to the video game variety, though the genre sprang from and still thrives in other media), the wide variety of available experiences has spawned communities of players who fiercely advocate for their favorite games and playstyles.2 To date, analysis of these diverse game experiences has primarily focused on genres, player types, or possibility spaces, approaches that have all demonstrated their value to game criticism and design. In this essay, however, I argue that these approaches should be supplemented with an analysis of the roles players assume in relation to games (and to their communities and storyworlds). Analysis of player roles—and of the dynamics of role affordance involving designers as well as players—helps bridge the gap between existing analyses of player types and possibility spaces. Player types analysis has tended to focus on player identities