Game dynamic task-based narrative method, system, equipment and medium

By dynamically adjusting the game task template, dynamic tasks that meet the players are generated, which solves the problem of poor game experience caused by the single nature of game dynamic task narrative methods in the existing technology, and achieves a diversified game experience.

CN119386469AInactive Publication Date: 2025-02-07HANGZHOU ELECTRONICS SOUL NETWORK TECH

Patent Information

Application Number
CN202510001046.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-02
Publication Date
2025-02-07
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

There is a singleness in the existing game dynamic task narrative methods, which leads to the problem of poor game experience.

Method used

By creating a game task template, obtaining the current player's game information, and dynamically adjusting the conditions and completion parts of the task template based on this information, generating dynamic tasks that match the player. In response to receiving instructions that satisfy dynamic tasks, the corresponding game narrative operation is performed.

Benefits of technology

It enables players to complete tasks in any way, perform and complete tasks in any order, and experience different story plots, solving the problem of poor game experience caused by the single nature of game dynamic task narrative methods.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a narrative method and system based on a game dynamic task and a medium, and the method comprises the steps that a game task template is created, and the task template comprises specific parameters of a condition part and specific parameters of a completion part; current player game information is obtained, and the player game information comprises behaviors, game styles and current state information of players in the game. And determining the type of the task template based on the game information of the current player, and dynamically adjusting the specific parameters of the condition part and the specific parameters of the completion part in the task template to generate a dynamic task conforming to the player. Responding to the received instruction meeting the dynamic task, and executing the corresponding game narrative operation. Therefore, players can complete a certain task in any mode and can perform and complete the task in any sequence to experience different story drama. The problem that game experience is poor due to the fact that a game dynamic task narrating method in the related technology is single is solved.
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Description

Technical Field

[0001] The present application relates to the field of game narrative technology, and in particular to a narrative method, system, device and medium based on game dynamic tasks. Background Art

[0002] In modern video game design, quest narrative is an important means of conveying stories to players and guiding the game process. The traditional quest narrative method mainly adopts preset, linear or fixed quests and storyline design. For example, in many adventure games, players usually receive fixed quests from the village chief, such as collecting wood or defeating monsters. These quests and plots are pre-set. Every time the player encounters them, the village chief will repeat the same request: "There are too many monsters outside the village. It would be great if someone could help eliminate the monsters." In addition, although some games provide branching choices, these branches are still essentially a combination of linear stories. For example, when facing a demon king, players can choose to become his subordinate or defeat the demon king. These two choices each lead to a linear story branch, but the player's freedom is still limited, and the story after each choice is also preset. Therefore, the existing game dynamic task narrative method is single, resulting in a poor gaming experience. Summary of the invention

[0003] The embodiments of the present application provide a narrative method, system and medium based on game dynamic tasks, so as to at least solve the problem that the narrative method of game dynamic tasks in the related art is single, resulting in poor gaming experience.

[0004] In a first aspect, an embodiment of the present application provides a narrative method based on a game dynamic task, the method comprising: Creating a game task template, wherein the task template includes specific parameters of a condition part and specific parameters of a completion part; Obtaining current player game information, wherein the player game information includes the player's behavior, game style and current status information in the game; Based on the current player game information, determine the type of the task template, and dynamically adjust specific parameters of the condition part and the completion part in the task template to generate a dynamic task that meets the player's needs; In response to receiving an instruction to satisfy the dynamic task, a corresponding game narrative operation is performed.

[0005] In one embodiment, creating a game task template includes: Defining the types of task templates, including collection task templates, hunting task templates, combat task templates, and social task templates, and setting specific parameters of the condition part and the completion part in each of the task templates; The specific parameters of the condition part include preconditions or precondition events, wherein the preconditions are specific states or conditions that the player must meet, and the precondition events are specific events that trigger the start of the task; The specific parameters of the completion part include a task plot and a task reward. The task plot is unfolded when the player completes the condition part, and the task reward is a reward obtained when the condition part is completed.

[0006] In one embodiment, obtaining the player's game information includes: Obtain the player's in-game behavior data, including the player's action trajectory, historical tasks selected, types and number of completed tasks, interaction records with NPCs, and combat records; Obtain player's game style data, including player's preferred task types, task solving methods, game time distribution and active areas; Get the player's current status information, including the player's level, experience points, combat power, wealth points, items held, equipment status, relationship status with other characters, and current task progress.

[0007] In one embodiment, the method of dynamically adjusting specific parameters of the condition part and the completion part in the task template based on the current player game information to generate a dynamic task that meets the player's needs includes: Adjust the difficulty of the task according to the current status information of the player, wherein the difficulty adjustment includes changing the complexity of the preconditions, adjusting the triggering conditions of the preconditions, and increasing or decreasing the number of tasks; Adjusting the task objectives and task rewards according to the player's current status information and behavior data, wherein the adjustment of the task objectives includes changing the specific objectives of the task and providing multiple ways to achieve the objectives, and the adjustment of the task rewards includes changing the type and amount of the rewards; Adjusting the type and frequency of tasks according to the player's behavior data and game style data, wherein the adjustment includes increasing or decreasing the probability of generating a specific type of task; Based on the difficulty of the adjustment task, the adjustment task goal and task reward, and the type and frequency of the adjustment task, a dynamic task that suits the player is generated.

[0008] In one embodiment, in response to receiving an instruction to satisfy the dynamic task, executing a corresponding game narrative operation includes: When the player completes a task, the generation of subsequent tasks is triggered; Dynamically adjust the direction of the story based on the player's behavior choices; Updated in-game world NPC dialogue and reactions.

[0009] In one embodiment, determining the type of the task template based on the current player game information includes: Set a weight coefficient for each task template, and calculate the weight value of each type of task template according to the player's current status; among them, dynamically adjust the weight coefficient of the task template according to the player's behavior and choice to adapt to the changes of the player; Based on the weight values ​​of the respective task template types, the task template type corresponding to the current state of the player is determined.

[0010] In one embodiment, after executing the corresponding game narrative operation, the method further includes: Monitor players’ in-game behavior and choices; Dynamically update the player's game information according to the monitoring results; Based on the updated game information, the specific parameters of the task template condition part and the specific parameters of the completion part are adjusted, and dynamic tasks that meet the player's needs are continuously generated until the player achieves the specific parameters of the target condition part and completes the game dynamic task narrative.

[0011] In a second aspect, the embodiment of the present application provides a narrative system based on game dynamic tasks, the system includes a module for creating a game task template, a module for obtaining current player game information, a module for generating dynamic tasks, and a game narrative module, wherein: The module for creating a game task template is used to create a game task template, wherein the task template includes specific parameters of a condition part and specific parameters of a completion part; The module for obtaining the current player's game information is used to obtain the current player's game information, wherein the player's game information includes the player's behavior, game style and current status information in the game; The dynamic task generation module is used to determine the type of the task template based on the current player game information, and dynamically adjust the specific parameters of the condition part and the specific parameters of the completion part in the task template to generate a dynamic task that meets the player's needs; The game narrative module is used to execute corresponding game narrative operations in response to receiving instructions that meet the dynamic task.

[0012] In a third aspect, an embodiment of the present application provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the computer program, a narrative method based on dynamic game tasks as described in the first aspect above is implemented.

[0013] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements a narrative method based on game dynamic tasks as described in the first aspect above.

[0014] The narrative method, system and medium based on game dynamic tasks provided by the embodiments of the present application have at least the following technical effects.

[0015] By creating a game task template, wherein the task template includes specific parameters of the condition part and specific parameters of the completion part. Obtain the current player's game information, wherein the player's game information includes the player's behavior, game style and current status information in the game. Based on the current player's game information, determine the type of task template, and dynamically adjust the specific parameters of the condition part and the specific parameters of the completion part in the task template to generate a dynamic task that meets the player's needs. In response to receiving instructions that meet the dynamic task, execute the corresponding game narrative operation. This allows players to complete a task in any way, perform and complete tasks in any order, and experience different story plots. Solve the problem that the narrative method of game dynamic tasks in related technologies is single, resulting in poor game experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings: Figure 1 It is a flowchart of a narrative method based on the dynamic tasks of the game; Figure 2 is a schematic diagram showing a method of determining a task template according to an exemplary embodiment; Figure 3 A schematic diagram of a process of generating a dynamic task according to an exemplary embodiment; Figure 4 A schematic diagram of a process flow without performing a dynamic task according to an exemplary embodiment; Figure 5 A schematic diagram of a process of performing a dynamic task according to an exemplary embodiment; Figure 6 is a schematic diagram of a parallel narrative structure according to an exemplary embodiment; Figure 7 is a schematic diagram showing an example of a parallel narrative structure according to an exemplary embodiment; Figure 8 is a schematic diagram of a traditional narrative structure according to an exemplary embodiment; Fig. 9 is a schematic diagram showing the difference between a traditional narrative structure and the narrative structure of the present application according to an exemplary embodiment; Fig.10 is a structural block diagram of a narrative system based on game dynamic tasks according to an exemplary embodiment; Fig.11 It is a structural block diagram of an electronic device according to an exemplary embodiment. DETAILED DESCRIPTION

[0017] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application is described and illustrated below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. Based on the embodiments provided in the present application, all other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of the present application.

[0018] Obviously, the drawings described below are only some examples or embodiments of the present application. For ordinary technicians in this field, the present application can also be applied to other similar scenarios based on these drawings without creative work. In addition, it can also be understood that although the efforts made in this development process may be complicated and lengthy, for ordinary technicians in this field related to the content disclosed in this application, some changes in design, manufacturing or production based on the technical content disclosed in this application are just conventional technical means, and should not be understood as insufficient content disclosed in this application.

[0019] Reference to "embodiments" in this application means that a particular feature, structure, or characteristic described in conjunction with the embodiments may be included in at least one embodiment of the present application. The appearance of the phrase in various locations in the specification does not necessarily refer to the same embodiment, nor is it an independent or alternative embodiment that is mutually exclusive with other embodiments. It is explicitly and implicitly understood by those of ordinary skill in the art that the embodiments described in this application may be combined with other embodiments without conflict.

[0020] Unless otherwise defined, the technical terms or scientific terms involved in this application should be understood by people with ordinary skills in the technical field to which this application belongs. The words "one", "a", "a", "the" and the like involved in this application do not indicate a quantity limitation, and may indicate the singular or plural. The terms "include", "comprise", "have" and any of their variations involved in this application are intended to cover non-exclusive inclusions; for example, a process, method, system, product or device that includes a series of steps or modules (units) is not limited to the listed steps or units, but may also include steps or units that are not listed, or may also include other steps or units inherent to these processes, methods, products or devices. The words "connect", "connected", "coupled" and the like involved in this application are not limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. The "multiple" involved in this application refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there may be three relationships, for example, "A and / or B" can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects before and after are in an "or" relationship. The terms "first", "second", "third", etc. involved in this application are only used to distinguish similar objects and do not represent a specific ordering of the objects.

[0021] The so-called task narrative refers to the common way of presenting the story to players based on task narrative in the current game field. Players continue to complete tasks during the game and learn about the subsequent story after completing the tasks. The game uses tasks as a means to advance the story and convey the game's plot to players.

[0022] In the current game field, for task narrative, preset, linear or fixed task and storyline design is usually adopted. For example, in some adventure games, players can receive tasks of collecting wood or defeating monsters outside the village at the village chief's house. This is a fixed task mode. Every time the player accepts this task, the village chief will say, "There are too many monsters outside the village. It would be great if someone can help to eliminate the monsters." For example, in some games, players will experience a story. At each stage of the story, players need to complete task A, task B, and task C, and start plot A, plot B, and plot C after completing them. This is a preset linear task and storyline design. In the current game field, some games also superimpose linear tasks and stories as branches, and combine all branches into game tasks and storylines. For example, in some adventure games, the brave warrior played by the player can make a choice in front of the devil, whether to become the devil's subordinate or defeat the devil. Different choices made by the player will make the game present different storylines. However, this approach still belongs to the linear task and story plot design. The story after choosing to become the devil's subordinate is a linear story, and the story after choosing to defeat the devil is another linear story. In essence, it is a combination of two linear stories.

[0023] The advantage of the above solution is that it is simple and easy to implement, but the disadvantages are very obvious: 1. Low replayability: Since the tasks and narratives are pre-arranged, players will definitely encounter the same tasks and plots when replaying the game, without any new experiences, which reduces the replay value of the game.

[0024] 2. Limited player freedom: Fixed task flow limits the player's choice and freedom of action, making it impossible for the player to influence the story development based on personal preferences. It also makes each player's story experience tend to be completely consistent and lacks a personalized experience.

[0025] 3. Difficulty in keeping players engaged: When players know what plot or mission is about to happen, they may lose the fun of exploration and discovery. Once players feel that their choices have no substantial impact on the progress of the game, their engagement may decrease.

[0026] 4. Lack of adaptability: Due to the fixed plot, it is difficult for the game to dynamically respond to the player's changing skill levels, interests and behavior patterns. The fixed narrative structure may limit the development of characters and the changes in the world, and cannot provide a rich and diverse story level.

[0027] In summary, the problem that the narrative method of game dynamic tasks in the related art is single and leads to poor gaming experience is solved. Therefore, it is necessary to provide a narrative method, system, device and medium based on game dynamic tasks to solve the above problems.

[0028] In a first aspect, the present application provides a narrative method based on game dynamic tasks. Figure 1 It is a flowchart of a narrative method based on the dynamic tasks of the game, such as Figure 1 As shown, a narrative method based on game dynamic tasks includes: Step S101: Create a game task template, wherein the task template includes specific parameters of a condition part and specific parameters of a completion part.

[0029] Step S102: Obtain the current player's game information, wherein the player's game information includes the player's behavior, game style, and current status information in the game.

[0030] Step S103: Based on the current player game information, determine the type of the task template, and dynamically adjust the specific parameters of the condition part and the specific parameters of the completion part in the task template to generate a dynamic task that meets the player's needs.

[0031] Step S104: In response to receiving an instruction that satisfies the dynamic task, executing a corresponding game narrative operation.

[0032] In summary, the embodiment of the present application provides a narrative method based on a dynamic task of a game, by creating a game task template, wherein the task template includes specific parameters of a condition part and specific parameters of a completion part. Obtain the current player's game information, wherein the player's game information includes the player's behavior, game style and current status information in the game. Based on the current player's game information, determine the type of task template, and dynamically adjust the specific parameters of the condition part and the specific parameters of the completion part in the task template to generate a dynamic task that meets the player's needs. In response to receiving an instruction that satisfies a dynamic task, execute the corresponding game narrative operation. This allows players to complete a task in any way, perform and complete tasks in any order, and experience different story plots. The problem of the singleness of the narrative method for dynamic tasks in games in the related art, which leads to a poor gaming experience, is solved.

[0033] In one embodiment, step S101, creating a game task template, wherein the task template includes specific parameters of a condition part and specific parameters of a completion part. Specifically, it includes: Define the types of task templates, including collection task templates, hunting task templates, combat task templates, and social task templates, and set specific parameters for the condition part and the completion part in each task template; Specific parameters of the condition part, including preconditions or pre-events. Preconditions are specific states or conditions that the player must meet, and pre-events are specific events that trigger the start of the task. The specific parameters of the completion part include the mission plot and mission reward. The mission plot is the mission plot that unfolds when the player completes the condition part, and the mission reward is the reward obtained when the condition part is completed.

[0034] Optionally, the task template divides the task into a conditional part and a completion part. The conditional part includes preconditions and preconditions. When the conditional part is met, the task will start running, the game will start the story, distribute rewards, and start subsequent tasks. For example: a task may require the village chief to get 3 apples. When the player gives the village chief 3 apples in any way, the village chief will express his gratitude to the player and give him a reward. At the same time, the village chief wants pears next, and a new "ask for pears" task will be started. For another example, a task may be that if the player completes a wonderful kill in battle, a master will appear and say that the player is a genius and wants to give the player a peerless secret book. The above two tasks use preconditions and preconditions as the conditions of the tasks respectively. When the player meets the conditions in any way, the tasks will be triggered for execution.

[0035] The task template extracts the parameters from the conditions and classifies the complex game tasks into several categories so that the program can freely generate and combine them. For example, the two examples above can be abstracted into task templates. This solution creates a collection task template for the village chief's task of collecting apples, and extracts the key parameters: role, item, quantity, etc. for program generation. When a task needs to be generated in the game, the program will select the appropriate task template based on various conditions and pass the appropriate parameters to create a new task.

[0036] Step S101 defines multiple types of task templates (such as collection, hunting, combat, and social) to ensure that the tasks in the game are diverse and rich. This allows players to experience different types of challenges and activities during the game, thereby improving the fun and playability of the game. The condition part in the task template includes preconditions and pre-events, which can be dynamically adjusted according to the player's behavior and status.

[0037] In one embodiment, step S102, obtain the current player's game information, wherein the player's game information includes the player's behavior, game style and current status information in the game. Specifically including: Obtain the player's in-game behavior data, including the player's action trajectory, historical tasks selected, types and number of completed tasks, interaction records with NPCs, and combat records; Obtain player's game style data, including player's preferred task types, task solving methods, game time distribution and active areas; Get the player's current status information, including the player's level, experience points, combat power, wealth points, items held, equipment status, relationship status with other characters, and current task progress.

[0038] Optionally, by obtaining the player's action trajectory, selected historical tasks, the type and number of completed tasks, interaction records with NPCs, combat records, etc., the player's specific behavior pattern can be understood. This allows task generation to be more in line with the player's actual gaming habits. By obtaining the player's preferred task types (such as collection, hunting, combat, social), the way to solve tasks (such as combat, exploration, social), the distribution of game time (such as more active during the day or night), and the active areas (such as specific maps or areas), the player's gaming preferences can be better understood. This helps to generate tasks that meet the player's preferences. By obtaining the player's level, experience value, combat power, wealth value, items held, equipment status, relationship status with other characters, current task progress, etc., the system can understand the player's current ability and status. This allows task generation to be adjusted according to the player's ability level, ensuring that the task is both challenging and not too difficult.

[0039] Suppose the player often chooses exploration quests and is active in a certain area. The system can generate more (or fewer, to increase replayability) exploration quests related to the area, such as discovering hidden treasures or solving puzzles. Suppose the player prefers to solve problems socially rather than in combat. More (or fewer, to increase replayability) quests that require interacting with NPCs can be generated, such as convincing NPCs to join the party or mediating conflicts between NPCs. Suppose the player has reached a high level and has powerful equipment. The system can generate more challenging quests, such as defeating powerful enemies or completing complex quest objectives.

[0040] Step S102: By comprehensively analyzing the player's behavior data, game style data, and current status information, the system can dynamically adjust the content and difficulty of the task to make it more in line with the player's actual needs. By obtaining the player's behavior data and game style data, the system can provide a more personalized gaming experience. The player will feel that the game content is customized according to his or her own behavior and preferences, thereby enhancing the sense of immersion.

[0041] In one embodiment, step S103, based on the current player game information, determines the type of the task template, specifically including: Set a weight coefficient for each task template, and calculate the weight value of each type of task template according to the player's current status; among them, dynamically adjust the weight coefficient of the task template according to the player's behavior and choice to adapt to the changes of the player; Based on the weight values ​​of each task template type, the task template type corresponding to the current state of the player is determined.

[0042] Optionally, Figure 2 is a schematic diagram of determining a task template according to an exemplary embodiment. Figure 2 As shown in Table 1, since no specific task template is specified, when a dynamic task needs to be generated, a task template will be randomly selected according to the rules for generation. The random method is weighted random. Each task template has a series of demand data and weight coefficients. Through these, the weight value of each task template can be calculated. Then, according to the weight value of each template, random is performed to determine which task template is used to generate the random task. As shown in Table 1, Table 1: Task template types and corresponding weight coefficients Task Templates Probability data Weight coefficient Collection Task Template Player transactions 5 Collection Task Template Player collection task completion times 2 Collection Task Template Player Wealth 0.01 Collection Task Template Player Combat Strength -1 Hunting mission template Player transactions 2 Hunting mission template Number of hunting missions completed by players 5 Hunting mission template Player Wealth -0.01 Hunting mission template Player Combat Strength 2 The weight value of each type of task template is calculated according to the current status of the player, and the task template type corresponding to the current status of the player is determined based on the weight value of each task template type. If a player has traded 10 times, completed 5 collection tasks, has a wealth value of 1000, a combat power of 10, and has completed 5 hunting tasks, then: The random weight of the collection task template is = the number of player transactions (10) * weight coefficient (5) + the number of player collection task completions (5) * weight coefficient (2) + ... The final weight value is: 60 Using the same calculation method, the random weight for obtaining the hunting task template is: 55 Then the probability of generating a collection task is 52%, and the probability of generating a hunting task is 47%. Therefore, the collection task template is used to determine the task template type corresponding to the player's current status. If players tend to improve their combat effectiveness in the game in the future, the probability of hunting tasks will continue to increase to meet the player's preference for combat.

[0043] Step S103 sets a weight coefficient for each task template and calculates the weight value of each type of task template according to the current state of the player, so as to dynamically select the task template that best matches the current state of the player. This method not only improves the personalization and adaptability of task generation, but also enhances the coherence and interactivity of the narrative, improves the player's immersion and participation, and optimizes the game balance and player experience. In addition, by dynamically adjusting the weight coefficient, it can continuously adapt to the changes of the player and provide a more diverse and fresh game experience.

[0044] Figure 3 A schematic diagram of a process for generating a dynamic task according to an exemplary embodiment is shown as follows: Figure 3As shown, step S103, based on the current player game information, determine the type of task template, and dynamically adjust the specific parameters of the condition part and the specific parameters of the completion part in the task template to generate a dynamic task that meets the player's needs. Specifically, the following steps are included: Step S1031, adjusting the difficulty of the task according to the current status information of the player, wherein the difficulty adjustment includes changing the complexity of the precondition, adjusting the triggering condition of the precondition event, and increasing or decreasing the number of tasks; Step S1032: adjusting the task goal and task reward according to the current state information and behavior data of the player, wherein adjusting the task goal includes changing the specific goal of the task and providing multiple ways to achieve the goal, and adjusting the task reward includes changing the type and amount of the reward; Step S1033: adjusting the type and frequency of tasks according to the player's behavior data and game style data, wherein the adjustment includes increasing or decreasing the probability of generating a specific type of task; Step S1034: Generate dynamic tasks that suit the players based on adjusting the difficulty of the tasks, adjusting the task objectives and task rewards, and adjusting the types and frequencies of the tasks.

[0045] Optionally, a dynamic task is a task generated based on a dynamic task template, and the characteristic is that the specific content of the task will change according to the game situation. The task template has been described above and will not be repeated here. Figure 4 A flowchart of a process without performing dynamic tasks according to an exemplary embodiment is shown as follows: Figure 4 As shown in the figure, taking the village chief task as an example, the village chief task means that when the player comes to find the village chief, the village chief will put forward his needs and issue a task. If dynamic task configuration is not used, this process can be configured as follows: when the player talks to the village chief, the village chief will issue a fixed "ask for apples" task. Figure 5 A schematic diagram of a process for performing a dynamic task according to an exemplary embodiment is shown as follows: Figure 5 As shown, when the player talks to the village chief, a task will be dynamically generated for the player based on the current player's game information and the specified task template.

[0046] The following is a practical example of how to generate dynamic tasks: Taking the collection task template as an example, it is necessary to specify the source and range of each parameter. The Role (game character) is usually the role that issues the task, while other parameters can be configured by difficulty.

[0047] First, we associate the relationship between player behavior, state, style, and task difficulty, as shown in Table 2. Table 2: Relationship between player behavior, status, style and task difficulty

[0048] Collection-type dynamic tasks are related to the player's basic level, basic combat power, wealth value, and the number of times similar tasks have been completed. It is hoped that low-difficulty collection tasks will only be generated when the player is at a low level or low combat power. As the player gradually grows, more difficult dynamic tasks will be generated for the player to complete.

[0049] The difficulty will affect the parameter values ​​of dynamic tasks. The relationship between the difficulty and the parameter values ​​of dynamic tasks can be reflected in Table 3: Table 3: Relationship between difficulty and dynamic task parameter values

[0050] When creating a dynamic task, an item will be drawn from the item library as the collection object of the collection task, and then it will be randomized based on the item quantity range and the player's task reward range and filled into the task parameters, and finally the task plot will be filled into the task.

[0051] Step S103: Based on the player's current status information (such as level, combat power, etc.), the system can dynamically adjust the difficulty of the task to ensure that the task is challenging but not too difficult. Based on the player's behavior data and current status information, the system can adjust the specific goals and rewards of the task. More types of collection goals and richer rewards can be provided to maintain the player's interest. Based on the player's behavior data and game style data, the system can adjust the generation probability of a specific type of task. For example, if the player prefers to fight, the system can increase the generation probability of combat tasks; if the player prefers to explore, the system can increase the generation probability of exploration tasks, so that the task is more in line with the player's actual preferences. Based on the player's behavior and choice, the content of the task plot can be dynamically adjusted. For example, if the player has established a good relationship with an NPC, the system can provide more interactive opportunities in subsequent tasks, and the NPC's dialogue and reaction will be more positive. Since the specific content of the task will change dynamically according to the player's status and behavior, the player's game experience may be different each time. This variability and unpredictability increases the freshness of the game, improves the player's participation, and solves the problem of singleness in the existing game dynamic narrative tasks.

[0052] In one embodiment, step S104, in response to receiving an instruction that satisfies a dynamic task, executes a corresponding game narrative operation. Specifically, it includes: When the player completes a task, the generation of subsequent tasks is triggered; Dynamically adjust the direction of the story based on the player's behavior choices; Updated in-game world NPC dialogue and reactions.

[0053] Optionally, when a player completes a task, the next associated task can be automatically triggered, forming a series of coherent task chains. This not only adds depth to the game's story, but also makes players feel that their actions have a lasting impact on the game world. Based on the player's choices or behaviors in the tasks, the game can change the direction of the storyline. This non-linear narrative method provides players with a richer and more diverse experience, so that each game may bring different results. The player's choices directly affect the development of the story, which makes them feel that they are part of the story, not just a bystander. This interactivity strengthens the player's connection with the game world and improves the player's sense of participation. Each player's behavior and choices are different, so everyone will get a unique game experience. This personalized element helps to increase player satisfaction. Because the story can change based on the player's choices, the game has multiple endings. Players try different decision paths to explore all possible outcomes, thereby increasing the replay value of the game. The NPC's reaction will change according to the player's behavior. For example, after the player helps an NPC, the NPC may show gratitude; conversely, if the player does something that is not beneficial to the NPC, it may cause the NPC's attitude to turn cold. This diverse feedback mechanism makes the game world more vivid and interesting.

[0054] Step S104 achieves a coherent game narrative, enhances the player's sense of participation, and improves the realism of NPC interaction by responding to the player's instructions after completing the dynamic task. These effects work together to improve the overall game experience, making the player feel that their actions are meaningful, while increasing the playability and replay value of the game.

[0055] In one embodiment, after executing the corresponding game narrative operation, the method further includes: Monitor players’ in-game behavior and choices; Dynamically update the player's game information based on the monitoring results; Based on the updated game information, adjust the specific parameters of the condition part and the completion part of the task template, and continue to generate dynamic tasks that meet the player's needs until the player achieves the specific parameters of the target condition part and completes the game's dynamic task narrative.

[0056] Optionally, by starting several tasks in parallel and monitoring different conditions, different behaviors of the player can trigger different plots. For example, when the player leaves the village, several tasks will be started in parallel. Some tasks have conditions of "level greater than 10", some have "wealth greater than 1000", and some have "number of NPCs made friends greater than 5". When the player leaves the village, different plots will be triggered according to different conditions. In addition, since all the behaviors of the player during the game will be recorded, whether it is killing monsters or giving gifts to NPCs, the number of these recorded behaviors will be used as conditions for the development of the task, allowing players to experience different story plots. The developer will configure the dialogue plots under various conditions in the task in advance, set different conditions for the task, and start the task in parallel, so that when the player triggers the task with different state behaviors, he will see different dialogues and plots.

[0057] By continuously monitoring the player's behavior and choices, the player's game information (such as level, combat power, wealth value, task completion status, etc.) can be updated in real time. Based on the updated player information, the specific parameters of the condition part and the completion part of the task template can be continuously adjusted to generate tasks that are more in line with the player's current status. This makes the task always challenging and attractive, and avoids the task becoming monotonous or outdated. Players choose different solutions when completing tasks, and the content of subsequent tasks is dynamically adjusted according to the player's choice. For example, if the player chooses a peaceful solution, the subsequent tasks may involve more socializing and negotiation; if a combat solution is chosen, the subsequent tasks may involve more combat and exploration.

[0058] In one embodiment, Figure 6 is a schematic diagram of a parallel narrative structure according to an exemplary embodiment. Figure 6 As shown in the figure, a parallel narrative structure is adopted to open several tasks in parallel. Different conditions can be monitored to trigger different plots according to different behaviors of the players. The key nodes in the narrative process are separated by tasks. The linear narrative commonly used in games, for example, the boy sets out on an adventure from the village → the boy encounters a monster and defeats it → the boy meets the princess → the boy and the princess go to the devil's castle → the boy defeats the devil and the world is at peace. Figure 7 is a schematic diagram showing an example of a parallel narrative structure according to an exemplary embodiment. Figure 7As shown in the figure, a boy sets out on an adventure to meet the princess and defeat the devil. Through the parallel narrative structure, the plot is divided into several tasks according to the key nodes of "leaving the village", "defeating the monster", and "getting to know the princess". When any task is completed, the corresponding narrative will be carried out. The characteristic of this narrative method is that players do not have to experience the story in the game according to the developer's design. If the player does not leave the village, but still finds a way to defeat the monster, he can still see the plot of defeating the monster. Similarly, if the boy does not defeat the monster, but directly meets the princess by taking a detour or other methods, it will also trigger the plot of getting to know the princess. After the player completes the tasks required for the narrative using different methods, the subsequent tasks will also change according to the current state of the player.

[0059] Specifically, Figure 8 is a schematic diagram of a traditional narrative structure according to an exemplary embodiment. Figure 8 As shown, it can be seen that in traditional game narratives, the narrative structure used has rigid requirements for the cause and ending of the story, that is, no matter what, after the player sets out from the village, he must defeat the demon king. Figure 6 As shown, the player is not forced to reach a fixed story ending, nor is there a fixed start. The beginning is the start of three parallel tasks, and different results appear according to the subsequent player's behavior and choices. For example, players can play a role in this game world and experience the story in the game in any way. This story is not a fixed story in the traditional sense. When the player starts the game in any way, the start conditions of different tasks will be triggered due to different behaviors, thus starting different stories. Players can choose to become a disciple of any sect. After choosing to become a disciple of Shaolin Temple, players can practice hard, study scriptures, or meditate all the time. Players do not have to reach the so-called "final battlefield" and fight with the final villain before the game ends. You can start the task in any way and enter different stories.

[0060] Fig. 9 is a schematic diagram showing the difference between a traditional narrative structure and the narrative structure of the present application according to an exemplary embodiment. Fig. 9 As shown, in traditional narrative, suppose the story starts with A, and then there are two branches A1 and A2. Once the player enters one of the branches A1, he can only advance along the route of A1 and cannot advance the plot of A2. However, in this solution, the triggering tasks of each story are opened in parallel, and can be switched at any time as long as the conditions are met. For example, due to the high number of transactions and wealth, the player enters the merchant story line, but the player does not want to continue the merchant story at this time, and changes to more battles to increase the level. After the combat power is improved, he can still enter the warrior story line.

[0061] The principle of this application: After the game is running, the game will load and start a series of initial tasks according to the initial configuration. These initial tasks will wait in parallel for the completion of the task conditions. When the player reaches the task conditions, the narrative process will start according to the current player status, present the plot, and dynamically create subsequent tasks. Finally, as long as the player reaches the conditions of the final task, the game will proceed to the ending plot narrative relief, and then end the game without waiting for other tasks or plots to be completed.

[0062] In summary, the embodiment of the present application provides a narrative method based on a dynamic task of a game, by creating a game task template, wherein the task template includes specific parameters of a condition part and specific parameters of a completion part. Obtain the current player's game information, wherein the player's game information includes the player's behavior, game style and current status information in the game. Based on the current player's game information, determine the type of task template, and dynamically adjust the specific parameters of the condition part and the specific parameters of the completion part in the task template to generate a dynamic task that meets the player's needs. In response to receiving an instruction that satisfies a dynamic task, execute the corresponding game narrative operation. This allows players to complete a task in any way, perform and complete tasks in any order, and experience different story plots. The problem of the singleness of the narrative method for dynamic tasks in games in the related art, which leads to a poor gaming experience, is solved.

[0063] In a second aspect, an embodiment of the present application provides a narrative system based on dynamic game tasks. Fig.10 FIG. 1 is a block diagram of a narrative system based on game dynamic tasks according to an exemplary embodiment. Fig.10 As shown, the system includes a game task template creation module 1001, a current player game information acquisition module 1002, a dynamic task generation module 1003 and a game narrative module 1004, wherein: A game task template creation module 1001 is used to create a game task template, wherein the task template includes specific parameters of a condition part and specific parameters of a completion part; The module 1002 for obtaining the current player's game information is used to obtain the current player's game information, wherein the player's game information includes the player's behavior, game style and current status information in the game; Generate dynamic task module 1003, for determining the type of task template based on the current player game information, and dynamically adjusting the specific parameters of the condition part and the specific parameters of the completion part in the task template to generate a dynamic task that meets the player's needs; The game narrative module 1004 is used to execute corresponding game narrative operations in response to receiving instructions that meet the dynamic tasks.

[0064] In summary, the present application provides a narrative system based on game dynamic tasks. By creating a game task template module 1001, obtaining the current player game information module 1002, generating a dynamic task module 1003 and a game narrative module 1004, the problem of the singleness of the game dynamic task narrative method in the related art, which leads to poor game experience, is solved. Specifically, by creating a game task template, wherein the task template includes specific parameters of the condition part and specific parameters of the completion part. The current player game information is obtained, wherein the player game information includes the player's behavior, game style and current state information in the game. Based on the current player game information, the type of task template is determined, and the specific parameters of the condition part and the specific parameters of the completion part in the task template are dynamically adjusted to generate dynamic tasks that meet the player. In response to receiving an instruction that satisfies the dynamic task, the corresponding game narrative operation is executed. This allows the player to complete a task in any way, and can perform and complete the task in any order to experience different story plots. The problem of the singleness of the game dynamic task narrative method in the related art, which leads to poor game experience, is solved.

[0065] It should be noted that the narrative system based on game dynamic tasks provided in this embodiment is used to implement the above-mentioned implementation mode, and the descriptions that have been made will not be repeated. As used above, the terms "module", "unit", "sub-unit", etc. can be a combination of software and / or hardware that implements a predetermined function. Although the device described in the above embodiment is preferably implemented in software, the implementation of hardware, or a combination of software and hardware, is also possible and conceivable.

[0066] In a third aspect, an embodiment of the present application provides an electronic device, Fig.11 FIG. 1 is a block diagram of an electronic device according to an exemplary embodiment. Fig.11 As shown, the electronic device may include a processor 111 and a memory 112 storing computer program instructions.

[0067] Specifically, the processor 111 may include a central processing unit (CPU), or an application specific integrated circuit (ASIC), or may be configured to implement one or more integrated circuits of the embodiments of the present application.

[0068] Among them, the memory 112 may include a large-capacity memory for data or instructions. By way of example and not limitation, the memory 112 may include a hard disk drive (HDD), a floppy disk drive, a solid state drive (SSD), a flash memory, an optical disk, a magneto-optical disk, a magnetic tape, or a universal serial bus (USB) drive, or a combination of two or more of these. Where appropriate, the memory 112 may include a removable or non-removable (or fixed) medium. Where appropriate, the memory 112 may be inside or outside the data processing device. In a specific embodiment, the memory 112 is a non-volatile memory. In a specific embodiment, the memory 112 includes a read-only memory (ROM) and a random access memory (RAM). Where appropriate, the ROM may be a mask-programmed ROM, a programmable ROM (PROM), an erasable PROM (EPROM), an electrically erasable PROM (EEPROM), an electrically alterable ROM (EAROM) or a flash memory (FLASH), or a combination of two or more of these. Under appropriate circumstances, the RAM can be a static random access memory (SRAM) or a dynamic random access memory (DRAM), wherein the DRAM can be a fast page mode dynamic random access memory (FPMDRAM), an extended data output dynamic random access memory (EDODRAM), a synchronous dynamic random access memory (SDRAM), etc.

[0069] The memory 112 may be used to store or cache various data files required for processing and / or communication, as well as possible computer program instructions executed by the processor 111 .

[0070] The processor 111 reads and executes the computer program instructions stored in the memory 112 to implement any one of the narrative methods based on game dynamic tasks in the above embodiments.

[0071] In one embodiment, a narrative device based on game dynamic tasks may further include a communication interface 113 and a bus 110. Fig.11 As shown, the processor 111, the memory 112, and the communication interface 113 are connected via the bus 110 and communicate with each other.

[0072] The communication interface 113 is used to implement communication between the modules, devices, units and / or equipment in the embodiment of the present application. The communication port 113 can also implement data communication with other components such as: external devices, image / data acquisition equipment, databases, external storage, and image / data processing workstations.

[0073] The bus 110 includes hardware, software or both, and couples the components of a narrative device based on game dynamic tasks to each other. The bus 110 includes but is not limited to at least one of the following: a data bus, an address bus, a control bus, an expansion bus, and a local bus. By way of example and not limitation, bus 110 may include an Accelerated Graphics Port (AGP) or other graphics bus, an Extended Industry Standard Architecture (EISA) bus, a Front Side Bus (FSB), a HyperTransport (HT) interconnect, an Industry Standard Architecture (ISA) bus, an InfiniBand interconnect, a Low Pin Count (LPC) bus, a memory bus, a Micro Channel Architecture (MCA) bus, a Peripheral Component Interconnect (PCI) bus, a PCI-Express (PCI-X) bus, a Serial Advanced Technology Attachment (SATA) bus, a Video Electronics Standards Association Local Bus (VLB) bus, or other suitable buses or a combination of two or more of the above. Where appropriate, bus 110 may include one or more buses. Although embodiments of the present application describe and illustrate a particular bus, the present application contemplates any suitable bus or interconnect.

[0074] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having a program stored thereon, and when the program is executed by a processor, a narrative method based on game dynamic tasks provided in the first aspect is implemented.

[0075] The readable storage medium may include but is not limited to: a portable disk, a hard disk, a random access memory, a read-only memory, an erasable programmable read-only memory, an optical storage device, a magnetic storage device or any suitable combination of the above.

[0076] In a possible implementation, the present invention can also be implemented in the form of a program product, which includes program code. When the program product is run on a terminal device, the program code is used to enable the terminal device to execute the steps of a narrative method based on game dynamic tasks provided in the first aspect.

[0077] Among them, the program code for executing the present invention can be written in any combination of one or more programming languages, and the program code can be executed completely on the user device, partially on the user device, as an independent software package, partially on the user device and partially on a remote device, or completely on the remote device.

[0078] The technical features of the above embodiments may be combined arbitrarily. To make the description concise, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0079] The above embodiments only express several implementation methods of the present application, and the descriptions thereof are relatively specific and detailed, but they cannot be understood as limiting the scope of the invention patent. It should be pointed out that, for a person of ordinary skill in the art, several variations and improvements can be made without departing from the concept of the present application, and these all belong to the protection scope of the present application. Therefore, the protection scope of the patent of the present application shall be subject to the attached claims.

Claims

1. A narrative method based on game dynamic tasks, characterized in that: The method comprises: Creating a game task template, wherein the task template includes specific parameters of a condition part and specific parameters of a completion part; Obtaining current player game information, wherein the player game information includes the player's behavior, game style and current status information in the game; Based on the current player game information, determine the type of the task template, and dynamically adjust specific parameters of the condition part and the completion part in the task template to generate a dynamic task that meets the player's needs; In response to receiving an instruction to satisfy the dynamic task, a corresponding game narrative operation is performed.

2. The method according to claim 1, characterized in that: The method of dynamically adjusting the specific parameters of the condition part and the specific parameters of the completion part in the task template based on the current player game information to generate a dynamic task that meets the player's needs includes: Adjust the difficulty of the task according to the current status information of the player, wherein the difficulty adjustment includes changing the complexity of the preconditions, adjusting the triggering conditions of the preconditions, and increasing or decreasing the number of tasks; Adjusting the task objectives and task rewards according to the player's current status information and behavior data, wherein the adjustment of the task objectives includes changing the specific objectives of the task and providing multiple ways to achieve the objectives, and the adjustment of the task rewards includes changing the type and amount of the rewards; Adjusting the type and frequency of tasks according to the player's behavior data and game style data, wherein the adjustment includes increasing or decreasing the probability of generating a specific type of task; Based on the difficulty of the adjustment task, the adjustment task goal and task reward, and the type and frequency of the adjustment task, a dynamic task that suits the player is generated.

3. The method according to claim 1, characterized in that: The step of creating a game task template includes: Defining the types of task templates, including collection task templates, hunting task templates, combat task templates, and social task templates, and setting specific parameters of the condition part and the completion part in each of the task templates; The specific parameters of the condition part include preconditions or precondition events, wherein the preconditions are specific states or conditions that the player must meet, and the precondition events are specific events that trigger the start of the task; The specific parameters of the completion part include a task plot and a task reward. The task plot is unfolded when the player completes the condition part, and the task reward is a reward obtained when the condition part is completed.

4. The method according to claim 1, characterized in that: The determining the type of the task template based on the current player game information includes: Set a weight coefficient for each task template, and calculate the weight value of each type of task template according to the player's current status; among them, dynamically adjust the weight coefficient of the task template according to the player's behavior and choice to adapt to the changes of the player; Based on the weight values ​​of the respective task template types, the task template type corresponding to the current state of the player is determined.

5. The method according to claim 1, characterized in that: The obtaining of player game information includes: Obtain the player's in-game behavior data, including the player's action trajectory, historical tasks selected, types and number of completed tasks, interaction records with NPCs, and combat records; Obtain player's game style data, including player's preferred task types, task solving methods, game time distribution and active areas; Get the player's current status information, including the player's level, experience points, combat power, wealth points, items held, equipment status, relationship status with other characters, and current task progress.

6. The method according to claim 1, characterized in that: In response to receiving the instruction satisfying the dynamic task, executing the corresponding game narrative operation includes: When the player completes a task, the generation of subsequent tasks is triggered; Dynamically adjust the direction of the story based on the player's behavior choices; Updated in-game world NPC dialogue and reactions.

7. The method according to claim 1, characterized in that: After executing the corresponding game narrative operation, the method further includes: Monitor players’ in-game behavior and choices; Dynamically update the player's game information according to the monitoring results; Based on the updated game information, the specific parameters of the task template condition part and the specific parameters of the completion part are adjusted, and dynamic tasks that meet the player's needs are continuously generated until the player achieves the specific parameters of the target condition part and completes the game dynamic task narrative.

8. A narrative system based on dynamic game tasks, characterized in that: The system includes a game task template creation module, a current player game information acquisition module, a dynamic task generation module and a game narrative module, wherein: The module for creating a game task template is used to create a game task template, wherein the task template includes specific parameters of a condition part and specific parameters of a completion part; The module for obtaining the current player's game information is used to obtain the current player's game information, wherein the player's game information includes the player's behavior, game style and current status information in the game; The dynamic task generation module is used to determine the type of the task template based on the current player game information, and dynamically adjust the specific parameters of the condition part and the specific parameters of the completion part in the task template to generate a dynamic task that meets the player's needs; The game narrative module is used to execute corresponding game narrative operations in response to receiving instructions that meet the dynamic task.

9. An electronic device, characterized in that: The invention comprises a memory and a processor, a computer program stored in the memory and executable on the processor, and the processor implements a narrative method based on game dynamic tasks as claimed in any one of claims 1 to 7 when executing the computer program.

10. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processor, a narrative method based on game dynamic tasks as described in any one of claims 1 to 7 is implemented.

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