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The Ethos Framework: Generating Contextually Linked Dynamic Quests
2017
The Journal of Creative Technologies
In today's video game market there are hundreds of massively multiplayer online games, many of which boast dynamic content—the content that responds to player's actions and changes accordingly in runtime. Such content is not truly dynamic and is usually attributed to events on a timer. This presents a major flaw as it heavily affects the re-playability of a game. In this paper we examine four major frameworks: the TRUE STORY, Context Aware Petri Net, Hierarchical Generation, and The Grail
doi:10.24135/jct.v0i6.40
fatcat:nomztziswjfefghjt7afdk3sgq