Ghost worlds - time and consequence in MMORPGs

Anders Tychsen*, Michael Hitchens

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference proceeding contributionpeer-review

7 Citations (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationTechnologies for interactive digital storytelling and entertainment, proceedings
EditorsS. Gobel, R. Malkewitz, Ido Iurgel
Place of PublicationBerlin, Heidelberg
PublisherSpringer, Springer Nature
Pages300-302
Number of pages3
ISBN (Print)9783540499343
Publication statusPublished - 2006
Event3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2006) - Darmstadt, Germany
Duration: 4 Dec 20066 Dec 2006

Publication series

NameLecture Notes in Computer Science
PublisherSPRINGER-VERLAG BERLIN
Volume4326
ISSN (Print)0302-9743

Conference

Conference3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2006)
Country/TerritoryGermany
CityDarmstadt
Period4/12/066/12/06

Keywords

  • consequence
  • time
  • storytelling
  • MMORPG
  • computer games

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