The Quest in a Generated World

Calvin Ashmore, Michael Andreas Nitsche · 2007

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.

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