English

Deriving Quests from Open World Mechanics

Multimedia 2017-05-02 v1 Artificial Intelligence

Abstract

Open world games present players with more freedom than games with linear progression structures. However, without clearly-defined objectives, they often leave players without a sense of purpose. Most of the time, quests and objectives are hand-authored and overlaid atop an open world's mechanics. But what if they could be generated organically from the gameplay itself? The goal of our project was to develop a model of the mechanics in Minecraft that could be used to determine the ideal placement of objectives in an open world setting. We formalized the game logic of Minecraft in terms of logical rules that can be manipulated in two ways: they may be executed to generate graphs representative of the player experience when playing an open world game with little developer direction; and they may be statically analyzed to determine dependency orderings, feedback loops, and bottlenecks. These analyses may then be used to place achievements on gameplay actions algorithmically.

Keywords

Cite

@article{arxiv.1705.00341,
  title  = {Deriving Quests from Open World Mechanics},
  author = {Ryan Alexander and Chris Martens},
  journal= {arXiv preprint arXiv:1705.00341},
  year   = {2017}
}

Comments

To appear at Foundations of Digital Games (FDG) 2017

R2 v1 2026-06-22T19:32:18.465Z