the possibility to test scenario templates in terms of
change and performance objectives. The current ex-
perimental learning rates will, however, need to be re-
fined and validated during user testing.
A potential problem with the current implemen-
tation of the player-driven adaptation lies with antag-
onistic players. If a player selects the wrong option
at every turn of the scenario the proficiency level for
all performance objectives will drop and the scenario
will not advance. It is out of scope of our implemen-
tation to impose a definitive solution to this problem.
Within the current framework the player will have to
work hard to recover from this situation, which might
extend the duration of the game over practical limits.
In most games antagonistic play is avoided by pro-
viding the players with rewards if they make sufficient
progress. This mechanism helps to retain players and
maintain player interest, however for a serious game
an even higher retention rate is required. Most serious
games are played under supervision so there is an op-
portunity to intervene in the case of antagonistic game
play. At any rate we provide a signal that a player is
deliberately failing the game and the decision on how
to act upon this information lies with the (pedagogi-
cal) domain experts.
8 CONCLUSIONS AND FUTURE
WORK
We presented the concept of a story engine to in-
troduce non-linear narrative using scenario templates
and aliasing. The aliasing approach facilitates the de-
sign process by using simpler building blocks (sce-
nario templates) as a way to create a dynamic experi-
ence with an individualized storyline inside the game.
Specific to the topic of serious games and learn-
ing is the creation of a player-driven narrative that
tests the player on his/her skills. This was achieved
through the mapping of performance objectives to
each scenario template using metadata and by creat-
ing a model of a player that is adapted towards.
As for future work, we foresee improvements in
several areas. The learning rate for the simulation is
set to a low and possibly unrealistic value. By com-
paring actual input from a player to our player model
we should be able to derive a better player and game
specific value. Further study is required to create an
algorithm that can deduce an approximate learning
value based on the user input.
Player evaluation is performed in a binary fashion,
to allow for a more diverse way of action we would
include a choice based system. This system would
give the player a set of choices (actions) to perform
based on an occurred event.
Our implementation is used to randomize the oc-
currence of unrelated events. However, to provide a
controlled narrative while still using such a system,
linked templates with smart selection are required. In
such a system the pool of available event templates
would be populated only by those events that can fol-
low the previous one, i.e. an event that should logi-
cally follow from a choice made by the player or a
completely unrelated event.
Our work focuses on the aliasing aspects of char-
acters. However, a story may also require geographic
bifurcations. E.g. the main character could choose a
different path to reach the destination. In this case a
scenario would not only contain aliases for characters
but also for geographic locations (for example hidden
caves, treasures, bridges, . . . ).
ACKNOWLEDGEMENTS
This work was funded by the IWT SBO Friendly AT-
TAC project (http://www.friendlyattac.be/).
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