A Procedurally Generated Story
Game: «Silverwood Legends»
How can procedurally generated story elements help computer games to better react to the actions of players?
Interactive storytelling in computer games often only creates the illusion of choice, since true choice would lead to an explosion of complexity. This thesis explores the use of procedurally generated elements to avoid this explosion. Different techniques from the field of Artificial Intelligence are employed for their generation. In addition, help techniques from classic pen-and-paper games are brought into play. Based on a combination of these possibilities, the computer game «Silverwood Legends» has been created. It allows players more freedom in their interactions with the story and lets a different story unfold in each playthrough.