Experiencing narrative elements through social communication in computer based role-playing game – CASE: castle of oulu 1651

  • Authors:
  • Laura Vallius;Tomi Kujanpää;Tony Manninen

  • Affiliations:
  • Department of Information Processing Science, LudoCraft Game Design and Research Unit, University of Oulu, Oulun yliopisto, Finland;Department of Information Processing Science, LudoCraft Game Design and Research Unit, University of Oulu, Oulun yliopisto, Finland;Department of Information Processing Science, LudoCraft Game Design and Research Unit, University of Oulu, Oulun yliopisto, Finland

  • Venue:
  • TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
  • Year:
  • 2006

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Abstract

A study on how role-play through narrative elements of social communication can be implemented in a computer-based environment. Contemporary computer role-playing games do not support playing roles in a social aspect. Play is conducted in a functional and task-oriented way due to the design of the gameplay. An experimental role-playing game, Castle of Oulu, 1651 was constructed to test aspects of social play and elements borrowed from more traditional forms of role-play. The aim is to determine some essential elements the players need to assume a role and play towards socially structured goals.