Apologies for lack of Posts
By Phewsie 7 Comments
Hi guys,
Sorry about my recent lack of posts. This is partly due to the fact that I’m only a student 50% of my time, but mostly that I found blogging about this adaptive games stuff really tricky. However, I do need to do this, so I’m taking back up now. I’ve thought about how best to do this, and I’m not sure I’ve come up with a good answer, but at least I have formulated some form of strategy.. We’ll have to see how it pans out! :P My new strategy is based on only making one point per post, which I hope will encourage more of a discussion on that one point at a time, and it should also keep my posts shorter. I appreciate that as little time I have to write these posts, you guys have even less time to read and comment on them!
So without further ado, here’s today’s point:
I’m trying to establish a set of guidelines regarding how to ensure appropriateness of adaptations, based on player emotions, to the game play. Today I’m considering this with respect to the storyline. In some games it may well be not just appropriate but downright exciting to adapt the storyline itself to the emotions of the player. Games such as Fable II and Fallout 3 could benefit from such adaptations, allowing the player to experience a new story every time they played through the game. This would also increase the life span of the games, as the replay value would increase dramatically. Unfortunately, adapting the storyline itself is tremendously difficult, and has yet (to my knowledge) to be done successfully (based on emotions or not).
Do you guys know of any games that does this successfully, or games that do something similar, hack it somehow?
What do you think about the concept of adapting the storyline to player’s emotion? Or adapting any part of the game to the emotions of the player?
Until next time!
Phew
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