arXiv:2508.02132cs.AI2025-08被引 2

用情感弧线指导游戏关卡生成,让故事更动人。

All Stories Are One Story: Emotional Arc Guided Procedural Game Level Generation

  • 以情感起伏为骨架生成分支剧情图
  • 玩家评分与情绪分析显示体验显著提升
  • 适合想做沉浸式叙事游戏的开发者

情感弧线是跨文化、跨媒介故事的普遍结构——所谓“所有故事皆为一故事”。本文提出一种程序化游戏叙事生成框架,将情感弧线作为故事推进与玩法动态的结构基础。基于叙事学理论与大规模实证分析,聚焦“上升”与“下降”两种核心情感模式,指导分支剧情图的生成。每个故事节点自动填充角色、道具及与玩法相关的属性(如生命值、攻击力),难度随情感轨迹动态调整。在原型动作角色扮演游戏(ARPG)中实现,展示如何利用大语言模型(LLMs)与自适应实体生成实现情感结构化。通过玩家评分、访谈与情感分析评估,结果表明情感弧线整合显著提升参与度、叙事连贯性与情感冲击力。研究揭示了情感结构化程序生成在推进游戏交互叙事方面的潜力。

原文摘要 · Abstract (English)

The emotional arc is a universal narrative structure underlying stories across cultures and media -- an idea central to structuralist narratology, often encapsulated in the phrase "all stories are one story." We present a framework for procedural game narrative generation that incorporates emotional arcs as a structural backbone for both story progression and gameplay dynamics. Leveraging established narratological theories and large-scale empirical analyses, we focus on two core emotional patterns -- Rise and Fall -- to guide the generation of branching story graphs. Each story node is automatically populated with characters, items, and gameplay-relevant attributes (e.g., health, attack), with difficulty adjusted according to the emotional trajectory. Implemented in a prototype action role-playing game (ARPG), our system demonstrates how emotional arcs can be operationalized using large language models (LLMs) and adaptive entity generation. Evaluation through player ratings, interviews, and sentiment analysis shows that emotional arc integration significantly enhances engagement, narrative coherence, and emotional impact. These results highlight the potential of emotionally structured procedural generation for advancing interactive storytelling for games.

游戏生成情感弧线叙事设计

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