Story Construction and Expressive Agents in Virtual Game Worlds(6 December 2004)
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AbstractThe purpose of the paper was "to discuss structures in massively multi-player role-playing games (MMORPGs) that make the emergence of narrative possible" (p. 1); that is, what are the game world system architectures that support story construction? The authors develop a sort of virtual world architectural model that shows the text levels in virtual game worlds (story, discourse, narrative) and which relate to story construction, designed narrative potential, and played narrative potential; the code level (engine of hardware and network, programmed framework based on abstracted model of game world, and game programming that provides for object and agent behavior) and how each relates to designed narrative potential and story construction; and the story level, which provide the deep structures for potential stories including driving forces, goals, abilities for entities, back-story (case of explicit story-telling by game designers). Even if a game does not contain a story level, it does have a deep structure with goals, driving forces and constraining rules for achieving those goals. The narrative systems in the virtual world are open to goals defined by other persons than the originators of those worlds. "This is, from the aspect of narrativity, the feature that together with the world's nature as a place most distinguishes virtual game worlds from other types of narrative systems. Virtual worlds as places support the emergence of stories" (p. 14).
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