Abstract

This paper tried to verify whether we can make NPCs generate emergent quests consistently by experiments in the persistent world of Role Playing Games where the persistent world can generate stories through interaction among game components. In this paper, we test NPC based procedural quest generation techniques assuming quest types suggested in the past research in the persistent virtual RPG world. Our system uses desire model of NPCs and dynamic resource management system to make decision of quest generation. Our decision process considers desire satisfaction, money deposit, and friendship of NPCs. These parameters are dynamically changed by quest completion status, and affect next quest generation process. This paper shows that NPCs in the persistent virtual world can generate quests based on procedural quest techniques consistently.

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