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A master's thesis from Aalborg University
Book cover


Randomness in Games

Term

4. term

Education

Publication year

2017

Submitted on

Pages

65

Abstract

The thesis seeks to explore the possibility of constructing a procedural quest generator to create versions of the same quest structure which on each repeated encounter of such a quest using that structure would feel different to the player. This problem was coined with the following problem statement: “Can a procedural quest generator be constructed to create quests based on the same quest structure which feel different each time a player encounter them” A system for a procedural quest generator using a structure based on having separate NPC motivations for giving the quest along with possible strategies for completing quests with that motivation. The variation for each separate instance of a similar quest were done using randomised spawn points, objective amounts and objective items, enemies and associated NPC. The system was incorporated into a RPG type game made in Unity and tested by 67 participants. The test proved that the project was a success as that the participants found the generated quests different and varied and attributing this to the variation on randomly selected amounts, items and enemies primarily.