Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Real interactivity in interactive entertainment
Digital illusion
Virtual interaction: interaction in virtual inhabited 3D worlds
Virtual interaction: interaction in virtual inhabited 3D worlds
Computers as Theatre
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Game Design Theory and Practice
Game Design Theory and Practice
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
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This paper proposes and outlines a novel method for designing multiplayer computer role-playing games that revolve around procedural interactive narratives, which are further developed by the participating players. The proposed Plot Cluster system is evaluated practically during the design and construction of the experimental game Castle of Oulu 1651. The functionality and applicability of the approach is further validated with the empirical field experiment with 260 test subjects. Plot clusters enable the game designers to create controlled but re-playable emergent storylines that intertwine the participating players using multi-tier network structures.