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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?
Petri Lankoski
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
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
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)
• 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
Conclusions
Story Consistency
• Romance modeling
(negative?)
Story Interestingness
• Interactive dialogue
(positive?)
• Player controlled character
development (negative?)
• Appearance customization
(negative?)
Petri Lankoski
Thank you
Contact: petri.lankoski@sh.se
petrilankoski.wordpress.com
Petri Lankoski

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Models for story

Editor's Notes

  1. Mixed-method research: combining formal gameplay analysis and player modelingContents:1 Why story2 What is this research about3 Method4 Results5 Conclusions
  2. Story: interpretation of the game events as a storyWhy: Many AAA games are “story-driven”. Understanding aspects of game stories
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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.