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A prototype quest generator based on a structural analysis of quests from four MMORPGs

Published: 28 June 2011 Publication History

Abstract

An analysis of over 750 quests from four popular RPGs (Eve Online, World of Warcraft, Everquest, and Vanguard: Saga of Heroes) reveals that RPG quests appear to share a common structure. We propose a classification of RPG quests based on this structure, and describe a prototype quest generator based on that classification. Our aim is to procedurally generate quests that are complex, multi-leveled, and plausible to players of RPGs. We analyze a nontrivial quest from Everquest and one from our prototype quest generator for comparison.

References

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Allakhazam MMO Quest Databases, Retrieved June 2009. http://zam.com.
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MMODB Quest Databases, Retrieved June 2009. http://www.mmodb.com.
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Silky Venom Vanguard Wiki, Retrieved June 2009. http://wiki.silkyvenom.com/index.php/Main_Page.
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Thottbot World of Warcraft Database, Retrieved June 2009. http://thottbot.com.
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Eve Info Mission Database, Retrieved October 2010. http://eveinfo.com/missions.
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E. Aarseth. From Hunt the Wumpus to EverQuest: Introduction to Quest Theory. In F. Kishino, Y. Kato, and H. Nagata, editors, Proc. ICEC 2005, Lecture Notes in Computer Science, volume 3711, pages 496--506, 2005.
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C. Ahsmore and M. Nitsche. The Quest in a Generated World. In Proc. DiGRA 2007, 2007.
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T. Bylander. Complexity Results for Planning. In Proc. Twelfth International Joint Conference on Artificial Intelligence, volume 1, pages 274--279. Morgan Kaufmann, 1991.
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M. Dickey. Game Design and Learning: A Conjectural Analysis of How Massively Multiple Online Role-Playing Games (MMORPGs) Foster Intrinsic Motivation. Educational Technology Research and Development, 55(3):253--273, 2007.
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J. Doran and I. Parberry. Quest Generation. http://www.eng.unt.edu/ian/research/quests/.
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J. Doran and I. Parberry. Towards Procedural Quest Generation: A Structural Analysis of RPG Quests. Technical Report LARC-2010-02, Laboratory for Recreational Computing, Dept. of Computer Science & Engineering, University of North Texas, May 2010.
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A. Sullivan. Gender-Inclusive Quest Design in Massively Multiplayer Online Role-Playing Games. In Proc. 4th International Conference on Foundations of Digital Games, pages 354--356. ACM, 2009.
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A. Sullivan, M. Mateas, and N. Wardrip-Fruin. QuestBrowser: Making Quests Playable with Computer-Assisted Design. In Digital Arts and Culture 2009, UC Irvine: Digital Arts and Culture 2009, 2009.
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A. Tychsen, S. Tosca, and T. Brolund. Personalizing the Player Experience in MMORPGs. Lecture Notes in Computer Science, 4326:253--264, 2006.
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J. Walker. A Network of Quests in World of Warcraft. MIT Press, 2007.

Cited By

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  • (2024)Generating Role-Playing Game Quests With GPT Language ModelsIEEE Transactions on Games10.1109/TG.2022.322848016:1(127-139)Online publication date: Mar-2024
  • (2024)A System for Orchestrating Multiple Procedurally Generated Content for Different Player ProfilesIEEE Transactions on Games10.1109/TG.2022.321378116:1(64-74)Online publication date: Mar-2024
  • (2024)Managing and controlling digital role-playing game elements: A current state of affairsEntertainment Computing10.1016/j.entcom.2024.10070851(100708)Online publication date: Sep-2024
  • Show More Cited By

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Information

Published In

cover image ACM Other conferences
PCGames '11: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
June 2011
57 pages
ISBN:9781450308724
DOI:10.1145/2000919
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 June 2011

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Author Tags

  1. BNF
  2. Java
  3. MMORPG
  4. NPC
  5. Prolog
  6. RPG
  7. intractability
  8. planning
  9. procedural content generation
  10. quest
  11. role-playing game

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PCGames 2011

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Overall Acceptance Rate 13 of 15 submissions, 87%

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Cited By

View all
  • (2024)Generating Role-Playing Game Quests With GPT Language ModelsIEEE Transactions on Games10.1109/TG.2022.322848016:1(127-139)Online publication date: Mar-2024
  • (2024)A System for Orchestrating Multiple Procedurally Generated Content for Different Player ProfilesIEEE Transactions on Games10.1109/TG.2022.321378116:1(64-74)Online publication date: Mar-2024
  • (2024)Managing and controlling digital role-playing game elements: A current state of affairsEntertainment Computing10.1016/j.entcom.2024.10070851(100708)Online publication date: Sep-2024
  • (2023)A Transfiguration Paradigm for Quest DesignGames and Culture10.1177/1555412023117015219:4(493-512)Online publication date: 7-May-2023
  • (2023)RPG Creature Design: Cross-System Analysis and ConversionProceedings of the 22nd Brazilian Symposium on Games and Digital Entertainment10.1145/3631085.3631332(96-105)Online publication date: 6-Nov-2023
  • (2023)Personalized Quest and Dialogue Generation in Role-Playing Games: A Knowledge Graph- and Language Model-based ApproachProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581441(1-20)Online publication date: 19-Apr-2023
  • (2023)Challenging Models: Formalizing Quests in Gamified Systems for Behavioral Change2023 ACM/IEEE International Conference on Model Driven Engineering Languages and Systems Companion (MODELS-C)10.1109/MODELS-C59198.2023.00121(747-756)Online publication date: 1-Oct-2023
  • (2023)Procedural Content Generation of Super Mario Levels Considering Natural Connection2023 20th International Joint Conference on Computer Science and Software Engineering (JCSSE)10.1109/JCSSE58229.2023.10202001(291-296)Online publication date: 28-Jun-2023
  • (2023)ChatGPT as a Narrative Structure InterpreterInteractive Storytelling10.1007/978-3-031-47658-7_9(113-121)Online publication date: 31-Oct-2023
  • (2023)Towards Procedural Generation of Narrative Puzzles for Open World GamesInteractive Storytelling10.1007/978-3-031-47658-7_13(146-154)Online publication date: 31-Oct-2023
  • Show More Cited By

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