In the field of tourism, serious games are a pedagogical media application that helps players develop travel knowledge and expertise based on game content. A tourism serious game requires a scenario control system to visualize an attractive travel scenario. This paper proposes an Automatic Scenario Control in the serious game to visualize travel recommendation scenarios choice according to the player's expectations of potential tourism destinations criteria. There are two stages in system development, namely scenario design and scenario selection. In the scenario design stage, we use the Hierarchical Finite State Machine to translate challenge-based stories according to the type of attraction. While at the scenario selection stage, Dynamic Weight Topsis is a method for selecting one of the player's recommended scenarios. This study uses tourism destinations recommendations as to alternative variables, characteristics of tourism destinations as criteria, and players' expectations of tourism destinations' characteristics as weight criteria. In the implementation phase, the tourism serious game uses the content of tourism destinations in Mojokerto Indonesia. The test results show that Automatic Scenario Control generates a preference value for each alternative as a reference for choosing tourism destination scenarios for the player. Three things affect the scenario choice results, including the choice of month of tourist visits, player expectations of tourist destinations, and alternative input from the recommender system.
- Automatic scenario control
- Dynamic Weight Topsis
- Hierarchical Finite State Machine
- serious game
- tourism destinations