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<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)
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)
Comme il Faut is an artificial intelligence system and authoring strategy for creating game-based interactive stories about relationships and social interactions between characters. Using the abstraction of the social game, Comme il Faut creates experiences where specific dramatic interactions between characters arise from play. This paper describes the(More)
Social games—common patterns of character interactions that modify the social environment of the story world—provide a useful abstraction when authoring a story composed of interactive characters, making it possible to create games with deep possibility spaces that are about social interaction (which would be intractable if hand-authoring all the options).(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)
Knowledge and its attendant phenomena are central to human storytelling and to the human experience more generally, but we find very few games that revolve around these concerns. This works to preclude a whole class of narrative experiences in games, and it also damages character believability. In this paper, we present an AI framework that supports(More)
This paper describes the design and implementation of Ice-Bound, an indie game that uses dynamic story techniques. Storygames with high narrative process intensity (where story is generated or recombined in algorithmically interesting ways, rather than being simply pre-authored) are still rare, in part because story creators are hesitant to cede control(More)
Computer role-playing games (CRPGs) are known for their strong narrative structure. Over time, quests have become one of the main mechanics for leading a player through the story. Quests are given to the player in the form of a set of tasks to complete with few, if any, options. The options given to the player instead often revolve around combat-oriented(More)