Systemic NPC-Side Branching in Linear AAA Video Game Stories
2021; Springer International Publishing; Linguagem: Inglês
10.1007/978-3-030-81538-7_2
ISSN2364-947X
Autores Tópico(s)Topic Modeling
ResumoMuch has been made of games that include the subcategory of play labelled “choice and consequence” (Taylor-Giles, Toward a Deeper Understanding of Branching Dialogue Systems. Queensland University of Technology, 2014). However, previous discussions focussed exclusively on video games that already include a choice-based dialogue interface, such as Mass Effect (BioWare, Mass Effect [Computer Software]. Electronic Arts, Redwood City, CA, 2007), Dragon Age: Origins (BioWare, Dragon Age: Origins [Computer Software]. Electronic Arts, Redwood City, CA, 2009), Deus Ex: Human Revolution (Eidos Montreal, Deus ex: Human Revolution [Computer Software]. Square Enix, El Segundo, CA, 2011), and The Elder Scrolls V: Skyrim (Bethesda Game Studios, The Elder Scrolls V: Skyrim [Computer Software]. Bethesda Softworks, LLC, Rockville, MD, 2011) (Taylor-Giles, Game User Experience and Player-Centered Design. Springer, Cham, 2020). This chapter explores the key learnings of branching dialogue systems and how they can be applied to linear, large-scale video game stories in a way that is efficient, cost-effective, and which does not require the inclusion of a choice-based dialogue interface.
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