From Hunt the Wumpus to Everquest: Introduction to Quest Theory
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Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
Planning for Non-Player Characters by Learning from Demonstration
University of Pennsylvania ScholarlyCommons Publicly Accessible Penn Dissertations 2018 Planning For Non-Player Characters By Learning From Demonstration John Drake University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/edissertations Part of the Computer Sciences Commons Recommended Citation Drake, John, "Planning For Non-Player Characters By Learning From Demonstration" (2018). Publicly Accessible Penn Dissertations. 2756. https://repository.upenn.edu/edissertations/2756 This paper is posted at ScholarlyCommons. https://repository.upenn.edu/edissertations/2756 For more information, please contact [email protected]. Planning For Non-Player Characters By Learning From Demonstration Abstract In video games, state of the art non-player character (NPC) behavior generation typically depends on hard-coding NPC actions. In many game situations however, it is hard to foresee how an NPC should behave to appear intelligent or to accommodate human preferences for NPC behavior. We advocate the creation of a more flexible method ot allow players (and developers) to train NPCs to execute novel behaviors which are not hard-coded. In particular, we investigate search-based planning approaches using demonstration to guide the search through high-dimensional spaces that represent the full state of the game. To this end, we developed the Training Graph heuristic, an extension of the Experience Graph heuristic, that guides a search smoothly and effectively even when a demonstration is unreachable in the search space, and ensures that more of the demonstrations are utilized to better train the NPC's behavior. To deal with variance in the initial conditions of such planning problems, we have developed heuristics in the Multi-Heuristic A* framework to adapt demonstration trace data to new problems. -
Copyright by Jason Todd Craft 2004 the Dissertation Committee for Jason Todd Craft Certifies That This Is the Approved Version of the Following Dissertation
Copyright by Jason Todd Craft 2004 The Dissertation Committee for Jason Todd Craft Certifies that this is the approved version of the following dissertation: Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions Committee: Adam Z. Newton, Co-Supervisor John M. Slatin, Co-Supervisor Brian A. Bremen David J. Phillips Clay Spinuzzi Margaret A. Syverson Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions by Jason Todd Craft, B.A., M.A. Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin December, 2004 Dedication For my family Acknowledgements Many thanks to my dissertation supervisors, Dr. Adam Zachary Newton and Dr. John Slatin; to Dr. Margaret Syverson, who has supported this work from its earliest stages; and, to Dr. Brian Bremen, Dr. David Phillips, and Dr. Clay Spinuzzi, all of whom have actively engaged with this dissertation in progress, and have given me immensely helpful feedback. This dissertation has benefited from the attention and feedback of many generous readers, including David Barndollar, Victoria Davis, Aimee Kendall, Eric Lupfer, and Doug Norman. Thanks also to Ben Armintor, Kari Banta, Sarah Paetsch, Michael Smith, Kevin Thomas, Matthew Tucker and many others for productive conversations about branding and marketing, comics universes, popular entertainment, and persistent world gaming. Some of my most useful, and most entertaining, discussions about the subject matter in this dissertation have been with my brother, Adam Craft. I also want to thank my parents, Donna Cox and John Craft, and my partner, Michael Craigue, for their help and support. -
ORB QUEST™ Is a Programmed Adventure for the Instruction, It W I 11 Give You Information and FANTASY TRIP™ Game System
0RB QUEST™ More adventures in the service of Thorsz. A programmed Microquest® for use with ME LEE'" and WIZARD'" or ADVANCED MELEE'" and ADVANCED WIZARD'". Game Design: Paul c. Wagner Playtesting: Ron Hopkins Editing: Kevin Hendryx Cover Art: Robert Phillips V COPYRIGHT© 1982 Games Research Group, Inc. Al I Rights Reserved 3 2 from agai~ Enough prospered, however, to establish INTRODUCTION the base of the kingdom and dynasty of the Thorsz as it now stands. During evening rounds outside the w i. zard's "With time and the excess of luxuries brought quarters at the Thorsz's pa I ace, you are. deta 1 n~~ b~ about by these successes, the fate of the ear I i er a red-robed figure who speaks to you 1 n a su ue orbs was forgotten. Too many were content with tone. "There is a task that needs to _be done," their lot and power of the present and did not look murmurs the mage, "which is I~ the service of the forward into the future. And now, disturbing news Thorsz. It is fu I I of hardsh 1 ps and d~ngers, but Indeed has deve I oped. your rewards and renown w i I I be accord 1 ng I Y great. "The I and surrounding the rea I ms of the Thorsz Wi II you accept this bidding?" has become darker, more foreboding, and more With a silent nod you agree. dangerous. One in five patrols of the border guard "Good," mutters the wizard. "Here 1 s a to~en to returns with injury, or not at al I. -
Toward a Theory of the Dark Fantastic: the Role of Racial Difference in Young Adult Speculative Fiction and Media
Journal of Language and Literacy Education Vol. 14 Issue 1—Spring 2018 Toward a Theory of the Dark Fantastic: The Role of Racial Difference in Young Adult Speculative Fiction and Media Ebony Elizabeth Thomas Abstract: Humans read and listen to stories not only to be informed but also as a way to enter worlds that are not like our own. Stories provide mirrors, windows, and doors into other existences, both real and imagined. A sense of the infinite possibilities inherent in fairy tales, fantasy, science fiction, comics, and graphic novels draws children, teens, and adults from all backgrounds to speculative fiction – also known as the fantastic. However, when people of color seek passageways into &the fantastic, we often discover that the doors are barred. Even the very act of dreaming of worlds-that-never-were can be challenging when the known world does not provide many liberatory spaces. The dark fantastic cycle posits that the presence of Black characters in mainstream speculative fiction creates a dilemma. The way that this dilemma is most often resolved is by enacting violence against the character, who then haunts the narrative. This is what readers of the fantastic expect, for it mirrors the spectacle of symbolic violence against the Dark Other in our own world. Moving through spectacle, hesitation, violence, and haunting, the dark fantastic cycle is only interrupted through emancipation – transforming objectified Dark Others into agentive Dark Ones. Yet the success of new narratives fromBlack Panther in the Marvel Cinematic universe, the recent Hugo Awards won by N.K. Jemisin and Nnedi Okorafor, and the blossoming of Afrofuturistic and Black fantastic tales prove that all people need new mythologies – new “stories about stories.” In addition to amplifying diverse fantasy, liberating the rest of the fantastic from its fear and loathing of darkness and Dark Others is essential. -
Improving the Social Believability of Non-Player Characters in Role-Playing Games
Agents that Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games Nuno Afonso and Rui Prada IST-Technical University of Lisbon, INESC-ID Avenida Prof. Cavaco Silva – TagusPark 2744-016 Porto Salvo, Portugal {nafonso, rui.prada}@gaips.inesc-id.pt Abstract. As the video games industry grows and video games become more part of our lives, we are eager for better gaming experiences. One field in which games still have much to gain is in Non-Player Character behavior in socially demanding games, like Role-Playing Games. In Role-Playing Games players have to interact constantly with very simple Non-Player Characters, with no social behavior in most of the cases, which contrasts with the rich social experience that was provided in its traditional pen-and-paper format. What we propose in this paper is that if we create a richer social behavior in Non-Player Characters the player’s gaming experience can be improved. In order to attain this we propose a model that has at its core social relationships with/between Non-Player Characters. By doing an evaluation with players, we identified that 80% of them preferred such system, affirming that it created a better gaming experience. Keywords: role-playing games, non-player characters, artificial intelligence, social, behavior, relationship, personality, theory of mind. 1 Introduction As computers became more present in our lives, they transformed from simple work machines into a means of entertainment. This created a massive industry of video games, an industry that beats sales records every year, and has a yearly growth rate higher than any other entertainment industry [2]. -
Making Quests Playable with Computer–Assisted
UC Irvine Cognition and Creativity Title QuestBrowser: Making Quests Playable with Computer- Assisted Design Permalink https://escholarship.org/uc/item/2tk0h882 Authors Sullivan, Anne Mateas, Michael Wardrip–Fruin, Noah Publication Date 2009-12-12 Peer reviewed eScholarship.org Powered by the California Digital Library University of California QuestBrowser: Making Quests Playable with Computer- Assisted Design Anne Sullivan Michael Mateas Noah Wardrip-Fruin Expressive Intelligence Studio Expressive Intelligence Studio Expressive Intelligence Studio University of California, Santa Cruz University of California, Santa Cruz University of California, Santa Cruz [email protected] [email protected] [email protected] ABSTRACT narrative; within which the player moves through the experience, Good gameplay has been characterized as a series of interesting fulfilling check points to advance the story. These story choices. Therefore, to have gameplay of any sort requires the checkpoints are delivered to the player in the form of quests, and player to be presented with decisions. Given this definition, many these quests lack interesting or meaningful choices, but are instead quests within computer role-playing games are not playable as delivered as required actions for the player to complete. they currently exist. Instead, quests are given to the player as a Because of this lack of choice, we argue that quests are not series of tasks to perform in a specific way in order to advance the currently playable in many CRPGs. When we look at table-top story within the game. We look at making quests playable – role-playing games, the precursor to CRPGs, we find quests that adding choices for the player – and what a system that could exist in their playable form and are used with regularity. -
Dynamic Quest Generation Using in Session Player Behaviors in MMORPG
WRITING FOR EACH OTHER: DYNAMIC QUEST GENERATION USING IN SESSION PLAYER BEHAVIORS IN MMORPG A Thesis presented to the Faculty of California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Master of Science in Computer Science by Sean Mendonca June 2020 c 2020 Sean Mendonca ALL RIGHTS RESERVED ii COMMITTEE MEMBERSHIP TITLE: Writing For Each Other: Dynamic Quest Generation Using In Session Player Behav- iors in MMORPG AUTHOR: Sean Mendonca DATE SUBMITTED: June 2020 COMMITTEE CHAIR: Foaad Khosmood, Ph.D. Professor of Computer Science COMMITTEE MEMBER: Michael Haungs, Ph.D. Professor of Computer Science COMMITTEE MEMBER: Franz Kurfess, Ph.D. Professor of Computer Science iii ABSTRACT Writing For Each Other: Dynamic Quest Generation Using In Session Player Behaviors in MMORPG Sean Mendonca Role-playing games (RPGs) rely on interesting and varied experiences to maintain player attention. These experiences are often provided through quests, which give players tasks that are used to advance stories or events unfolding in the game. Tra- ditional quests in video games require very specific conditions to be met, and for participating members to advance them by carrying out pre-defined actions. These types of quests are generated with perfect knowledge of the game world and are able to force desired behaviors out of the relevant non-player characters (NPCs). This becomes a major issue in massive multiplayer online (MMO) when other players can often disrupt the conditions needed for quests to unfold in a believable and immersive way, leading to the absence of a genuine multiplayer RPG experience. Our proposed solution is to dynamically create quests from real-time information on the unscripted actions of other NPCs and players in a game. -
I Fought the Law: Transgressive Play and the Implied Player Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark Aarseth at Itu Dk
I Fought the Law: Transgressive Play and The Implied Player Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark aarseth at itu dk ABSTRACT development cycle), can exist without players, and always This paper is an attempt to understand Game Studies without one particular, historical player. through the contested notion of the “player” both inside and outside “the game object” – that is the object that game The potential player, before becoming an actual users perceive and respond to when they play. Building on player, must receive some instructions, either from the Hans-Georg Gadamer’s notion of games as a subject that game itself, or from a guide or accompanying material. “masters the players”, the paper will go beyond the Thus, the player is created, by these instructions, and by his traditional split between the social sciences’ real players or her initial learning experience. In many cases, this and the aesthetics/humanities critical author-as-player, and experience is social, and the player learns from other, more present a theory of the player and player studies that experienced players. But this is far from always the case, incorporates the complex tensions between the real, especially with singleplayer games. While it is important to historical player and the game’s human components. Since acknowledge that even singleplay can be perfectly social games are both aesthetic and social phenomena, a theory of (eg. when two players cooperate or in a group discuss the the player must combine both social and aesthetic intricacies of a singleplayer game) it is perhaps just as perspectives to be successful. -
Gatehouse Gazette ISSUE 9 NOV ‘09 ISSN 1879-5676
Gatehouse Gazette ISSUE 9 NOV ‘09 ISSN 1879-5676 BEAUtIFUl Industry EMRE TURHAL ISSUE 8 Gatehouse Gazette SEP ‘09 CONTENTS The Gatehouse Gazette is an FEATURES online magazine in publication Loving the Factory, too 3 since July 2008, dedicated to the Industry and machines in steampunk and dieselpunk. speculative fiction genres of 4 steampunk and dieselpunk. Alchemy for Mystery Interview with Carol McCleary, author of The Alchemy of Murder The Flying Scotsman 8 Not a man with wings but a champion of the steam railway. Start up the Big Machines 16 The industrialization of Britain, Germany and France compared. The Asylum 19 Thoughts on the recent Lincoln, England steampunk convivial. COLUMNS REVIEWS Dieselpunk Season 12 Hilde Heyvaert’s The Steampunk Wardrobe . The Alchemy The Martini 15 of Murder 4 Craig B. Daniel’s The Liquor Cabinet . Boilerplate 7 Quatermass and the Pit 11 Guy Dampier’s last Quatermass review. Leviathan 10 Dieselpunk Online 6 The Invisible An overview of what’s new at the premier dieselpunk websites. Frontier 13 Casshern 18 ©2009 Gatehouse Gazette . All rights reserved. Neither this publication nor any part of it may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the Gatehouse Gazette . Published every two months by The Gatehouse . Contact the editor at [email protected]. PAGE 2 ISSUE 8 Gatehouse Gazette SEP ‘09 EDITORIAL LOVING THE NICK OTTENS FACTORY, TOO THERE ARE STARK AND UNDENIABLE DIFFERENCES dieselpunk, more distinctly informed b y cyberpunk between the mindsets of steampunk and dieselpunk in sensibilities, is more likely to become a dystopia than its spite of the close bonds between both genres and those steampunk counterpart. -
Golden Fantasy: an Examination of Generic & Literary Fantasy in Popular Writing Zechariah James Morrison Seattle Pacific Nu Iversity
Seattle aP cific nivU ersity Digital Commons @ SPU Honors Projects University Scholars Spring June 3rd, 2016 Golden Fantasy: An Examination of Generic & Literary Fantasy in Popular Writing Zechariah James Morrison Seattle Pacific nU iversity Follow this and additional works at: https://digitalcommons.spu.edu/honorsprojects Part of the Children's and Young Adult Literature Commons, and the Fiction Commons Recommended Citation Morrison, Zechariah James, "Golden Fantasy: An Examination of Generic & Literary Fantasy in Popular Writing" (2016). Honors Projects. 50. https://digitalcommons.spu.edu/honorsprojects/50 This Honors Project is brought to you for free and open access by the University Scholars at Digital Commons @ SPU. It has been accepted for inclusion in Honors Projects by an authorized administrator of Digital Commons @ SPU. Golden Fantasy By Zechariah James Morrison Faculty Advisor, Owen Ewald Second Reader, Doug Thorpe A project submitted in partial fulfillment of the requirements of the University Scholars Program Seattle Pacific University 2016 2 Walk into any bookstore and you can easily find a section with the title “Fantasy” hoisted above it, and you would probably find the greater half of the books there to be full of vast rural landscapes, hackneyed elves, made-up Latinate or Greek words, and a small-town hero, (usually male) destined to stop a physically absent overlord associated with darkness, nihilism, or/and industrialization. With this predictability in mind, critics have condemned fantasy as escapist, childish, fake, and dependent upon familiar tropes. Many a great fantasy author, such as the giants Ursula K. Le Guin, J.R.R. Tolkien, C.S. Lewis and others, has recognized this, and either agreed or disagreed as the particulars are debated.