Narratives are a predominant part of games, and their design poses challenges when identifying, encoding, interpreting, evaluating, and generating them. One way to address this would be to approach narrative design in a more abstract layer, such as narrative structures. This paper presents Story Designer, a mixed-initiative co-creative narrative structure tool built on top of the Evolutionary Dungeon Designer (EDD) that uses tropes, narrative conventions found across many media types, to design these structures. Story Designer uses tropes as building blocks for narrative designers to compose complete narrative structures by interconnecting them in graph structures called narrative graphs. Our mixed-initiative approach lets designers manually create their narrative graphs and feeds an underlying evolutionary algorithm with those, creating quality-diverse suggestions using MAP-Elites. Suggestions are visually represented for designers to compare and evaluate and can then be incorporated into the design for further manual editions. At the same time, we use the levels designed within EDD as constraints for the narrative structure, intertwining both level design and narrative. We evaluate the impact of these constraints and the system's adaptability and expressiveness, resulting in a potential tool to create narrative structures combining level design aspects with narrative.
翻译:叙事是游戏的主要部分,其设计在识别、编码、解释、评价和生成游戏时构成挑战。解决这一难题的一种办法是在更抽象的层次上处理叙事设计,例如叙事结构。本文件介绍了“故事设计器”,这是在“进化邓肯设计器”(EDDD)顶部建起的一个混合的、具有共创性的共同叙事结构工具,它使用图案、解释、评估和生成图解,设计这些结构,设计这些结构。Story设计师使用图案作为构件,通过将图解结构(称为“叙述图”)相互连接来组成完整的叙事结构。我们的混合倡议方法是让设计师手工制作他们的叙述图,并与这些设计师一起提供基本的进化算法,利用“MAP-Elite”创建质量差异性建议。建议通过视觉代表设计师进行对比和评价,然后可以纳入进一步手工版的设计中。与此同时,我们利用设计师设计师设计的层次,将EDD设计师设计的层次作为制约因素,将层次设计和叙述性说明性两者相互交织。我们评估这些限制因素和系统设计层次设计结构的影响。我们将这些解释性结合了分析性,将分析性评估了这些限制和设计结构的影响。