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The quest in a generated world

2007

Abstract

As procedural content becomes a more appealing option for game development, procedurally determined context is necessary to structure and make sense of this content. We find that a useful means to structure content in 3D games is the quest. The task of generating necessary context then becomes one of quest generation. This paper describes how we implemented a basic quest generator based on key and lock puzzles into a procedural game world. It uses notion of quest as spatial progression and discusses the design of the game world and how our quest generator connects to it. Its findings are twofold: on the technical level we managed to implement a highly flexible content and context generator into an existing game engine; one the content level we can trace signs for higher player interest in quest-enhanced procedural game worlds in comparison to unstructured spaces.

Key takeaways

  • The game world itself can become a reflection of the player and her intentions.
  • The player's engagement with the game world changes depending on the way quests are framed.
  • Keys enable the player to perform new actions within the game world.
  • Based on that knowledge it creates tiles that manifest the appropriate quest structure in the new game space using structures such as rivers or walls that can block player progress and spawning keys as pick up objects in other tiles, Locks are a property of the tile configuration.
  • By embedding obstacles in the space of the generated game world itself the generator can create quests around key and lock puzzles that are situated in the game space.