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One compelling aspect of computer RPGs is the promise of player agency: the ability to make significant and desired choices in a large, complex, and story-rich environment. Giving players meaningful choice has traditionally required the creation of tremendous amounts of hand-authored story content. This authoring paradigm tends to introduce both structural(More)
<i>Prom Week</i> places players in a typical high-school, abuzz with excitement over the upcoming prom. Players indirectly sculpt the social landscape by having these hapless highschoolers engage in social exchanges with each other. The results of these social exchanges are many and varied---ranging from mild fluctuations in respect to characters professing(More)
Meaningful choice has often been identified as a key component in a player's engagement with an interactive narrative, but branching stories require tremendous amounts of hand-authored content, in amounts that increase exponentially rather than linearly as more choice points are added. Previous approaches to reducing au-thorial burden for computer RPGs have(More)
Players begin games at different skill levels and develop their skill at different rates—so that even the best-designed games are uninterestingly easy for some players and frustratingly difficult for others. A proposed answer to this challenge is Dynamic Difficulty Adjustment (DDA), a general category of approaches that alter games during play, in response(More)
Authoring interactive stories where the player is afforded a wide range of social interactions results in a very large space of possible social and story situations. The amount of effort required to individually author for each of these circumstances can quickly become intractable. The social AI system Comme il Faut (CiF) aims to reduce the burden on the(More)
In this paper, we present <i>Prom Week</i>, a social simulation game about the interpersonal lives of a group of high school students in the week leading up to their prom. By starting the design of the game with a theory of social interaction, <i>Prom Week</i> is able to present satisfying stories that reflect the player's choices in a wide possibility(More)
New player experiences require new game designs – and some designs only become possible with new technology. Emergent narratives are part of existing story games but the game systems are not capable of understanding the stories their players create. If we could capture the enjoyable aspects of player-driven narratives while still keeping the complex(More)
Collecting large sets of quantitative video game play data can take many months or years. This delays the progress of interpreting data and drawing interesting conclusions. Mining game data from publicly accessible web services allows us to quickly retrieve quantitative results. This will allow the pace of quantitative research in video games to increase,(More)