Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Possible Worlds, Artificial Intelligence, and Narrative Theory
Possible Worlds, Artificial Intelligence, and Narrative Theory
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Unscripted Narrative for Affectively Driven Characters
IEEE Computer Graphics and Applications
Designing Virtual Worlds
Chris Crawford on Interactive Storytelling (New Riders Games)
Chris Crawford on Interactive Storytelling (New Riders Games)
Player talk—the functions of communication in multplayer role-playing games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
MIST: an interactive storytelling system with variable character behavior
ICIDS'10 Proceedings of the Third joint conference on Interactive digital storytelling
Adaptive storytelling and story repair in a dynamic environment
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
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MMORPGs are an increasingly popular form of entertainment, yet are limited in their ability to tell stories when compared to other media. This paper analyses some of the underlying reasons for this inability, using techniques form narrative analysis. One of the basic problems identified is that the design of MMORPGs inhibits the use of techniques used in other media to create engaging stories by manipulating the presentation of time. The other issue identified is the problems MMORPGs experience in presenting stories with meaningful consequence. A means to a possible solution to these problems, in separating the personal player view point from that of the overall world view, is discussed.