Storytelling in computer games has become a major selling point for new titles. With new
games integrating compelling storylines with simulated worlds, there is increasingly a
standard set of techniques used to tell a story in games, including cut scenes, story-based
missions, and the unlocking of new areas of exploration with successful goal completion.
To further integrate story telling with the game play of future games, this work draws on
storytelling methods in games, along with academic AI techniques and simulation
methods, to propose an innovative paradigm for storytelling in future games.
This thesis presents a new approach to creating game mechanics, utilising a number of
key concepts that result in an interaction scheme that engages a player with a story, while
allowing the player the freedom to interact with and alter that story as it happens. A story
director agent was developed that uses case-based planning of skeletal plot scripts,
modelled on Propp's morphology, and the dynamic adaptation of these plans.
This agent was incorporated into a social simulation engine that a player interacts with
through controlling one of the characters therein. The story director and social simulation
are symbiotically linked, with a feedback mechanism that ensures plots are planned
consistently with the simulation.
The system was evaluated and analysed and has proved to represent a successful
storytelling paradigm, implementing a high level of player interactivity with plotting,
while providing an experience that takes the form of an organically whole storyline.
Please note: There is a known bug in some browsers that causes an
error when a user tries to view large pdf file within the browser window.
If you receive the message "The file is damaged and could not be
repaired", please try one of the solutions linked below based on the
browser you are using.
Items in TARA are protected by copyright, with all rights reserved, unless otherwise indicated.