The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning
Yunge Wen, Chenliang Huang, Hangyu Zhou, Zhuo Zeng, Chun Ming Louis Po, Julian Togelius, Timothy Merino, Sam Earle

TL;DR
This paper introduces Forking Garden, a framework that uses narrative archetypes to guide the procedural generation of branching video game storylines and gameplay structures.
Contribution
It presents a novel approach for narrative arc-conditioned gameplay planning that explicitly incorporates archetypes into game generation.
Findings
Generated diverse branching game structures aligned with narrative arcs
Developed an end-to-end interactive system implementing the framework
Achieved multimodal alignment of gameplay elements with story nodes
Abstract
Narrative archetypes (e.g., Hero's Journey, Three-act structure) provide universal story structures that resonate across cultures and media and are important for video game storytelling, yet existing LLM-based methods lack explicit use of these archetypes in procedurally generated games. We propose Forking Garden, a framework for narrative arc-conditioned gameplay planning that generates branching games from user-provided storylines. Our approach first generates a diverse pool of independent nodes, then assembles them into a dungeon graph via arc-guided constraint algorithms, where each node achieves multimodal alignment of gameplay elements. We develop an end-to-end interactive system that instantiates the framework.
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