Models for Story Consistency and
Interestingness in Single-Player
RPGs
Petri Lankoski
Story
Petri Lankoski
Images from Mobygames.com
Research Question
• What are the game features that aect a
player evaluation of story interestingness
and consistency?
Pet...
Method
• Literature review isolating possible candidetes
• Formal analysis, classifying games in terms of
certain features...
Classification
Romance
modeling
Voluntaryside
quests
Moralchoices
Supportdifferent
playstyles
Appearance
customization
Rom...
Story Consistency
Petri Lankoski
Story Consistency
Petri Lankoski
Story Consistency
Petri Lankoski
Story Interestingness
Petri Lankoski
Story Interestingness
Petri Lankoski
Story Interestingness
Petri Lankoski
Conclusions
Story Consistency
• Cut-scenes showing
romance (positive)
• Pre-scripted character
development (positive)
• Pl...
Conclusions
Story Consistency
• Romance modeling
(negative?)
Story Interestingness
• Interactive dialogue
(positive?)
• Pl...
Thank you
Contact: petri.lankoski@sh.se
petrilankoski.wordpress.com
Petri Lankoski
Upcoming SlideShare
Loading in...5
×

Models for story

626

Published on

My Academic MindTrek 2013 paper presentation. The paper will be available on ACM digital library.

Published in: Education, Business
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
626
On Slideshare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
2
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • Mixed-method research: combining formal gameplay analysis and player modelingContents:1 Why story2 What is this research about3 Method4 Results5 Conclusions
  • Story: interpretation of the game events as a storyWhy: Many AAA games are “story-driven”. Understanding aspects of game stories
  • Formal analysis results are shown in tableNot all of the features could be used in the later stages. For example, voluntary side quest with only one example in the no group needed to be dropped. interactive dialogue had two categories that collapsed as one.
  • Black line is predicted distribution of answers to the question “story was consistent” by male players.Greyed lines are 5%-tile and 95%-tile playersDotted lines show the distribution of the actual answers in the data
  • Green line shows baseline. This is part that the model does not associate the scores to the specific features of the game. Red and blue lines show the evaluated impact of a specific formal features.
  • We see that model is not so good as story consistency one. Here we have large confidence intervals, especially in threshold coefficients.Model is more complex and improving model would require larger N.
  • Black line is predicted distribution of answers to the question “story was consistent” by male players.Greyed lines are 5%-tile and 95%-tile playersDotted lines show the distribution of the actual answers in the dataHere we see the impact of the low quality of the model. In case of Batman Arkham Asylum the predicted probabilities and data does not correspond well, but with Dragon Age, Mass Effect & Skyrim we have better match. N is also higher there.
  • Transcript of "Models for story"

    1. 1. Models for Story Consistency and Interestingness in Single-Player RPGs Petri Lankoski
    2. 2. Story Petri Lankoski Images from Mobygames.com
    3. 3. Research Question • What are the game features that aect a player evaluation of story interestingness and consistency? Petri Lankoski
    4. 4. Method • Literature review isolating possible candidetes • Formal analysis, classifying games in terms of certain features • Mixed effect ordinal regression – combining formal analysis and questionnaire data about players evaluation of story – Ad-hoc quotas – Iterative model selection using AIC Petri Lankoski
    5. 5. Classification Romance modeling Voluntaryside quests Moralchoices Supportdifferent playstyles Appearance customization Romance modeling Interactivedialog Character development Voiceacting(PC) Friendship modeling Romancesincut- scenes F3 no yes yes yes yes no yes yes no some no DAO yes yes yes yes yes yes yes yes no yes yes RDR yes yes yes yes some no no no yes no yes DA2 yes yes yes yes yes yes yes yes yes yes yes ESV yes yes yes yes yes some yes yes no some yes ME2 yes yes yes yes yes yes yes yes yes yes yes DEHR yes yes yes yes no no yes yes yes some no ACB yes yes yes no some no no some yes no yes BAA no yes no yes no no no yes yes no no GT4 yes yes yes no some yes no no yes yes yes U2 yes no no no no no no no yes no yes Petri Lankoski
    6. 6. Story Consistency Petri Lankoski
    7. 7. Story Consistency Petri Lankoski
    8. 8. Story Consistency Petri Lankoski
    9. 9. Story Interestingness Petri Lankoski
    10. 10. Story Interestingness Petri Lankoski
    11. 11. Story Interestingness Petri Lankoski
    12. 12. Conclusions Story Consistency • Cut-scenes showing romance (positive) • Pre-scripted character development (positive) • Player-guided character development (positive) • Appearance customization (negative) Story Interestingness • Cut-scenes showing romance (positive) • Pre-scripted character development (positive) • Support different play styles (positive) • Moral choices (negative) Petri Lankoski
    13. 13. Conclusions Story Consistency • Romance modeling (negative?) Story Interestingness • Interactive dialogue (positive?) • Player controlled character development (negative?) • Appearance customization (negative?) Petri Lankoski
    14. 14. Thank you Contact: petri.lankoski@sh.se petrilankoski.wordpress.com Petri Lankoski
    1. A particular slide catching your eye?

      Clipping is a handy way to collect important slides you want to go back to later.

    ×