Abstract
The concept of a Game Master (GM) is associated with a range of functions in role playing-based games, from pen and paper role playing games to live action-, computer- and massively multiplayer online role playing games. The functionality of the GM across game platforms is directly related to a handful of variables.In spite of being a core concept in role playing games, the full range of tools provided to GMs have not been fully integrated across the game platforms. The introduction of GM functionality in multiplayer computer role playing games such as Vampire the Masquerade: Redemption and Neverwinter Nights, indicate a substantial potential for development of toolsets for human-controlled interactive, emergent storytelling environments in virtual worlds, at several levels of functionality. Giving control of the game world to the players encourages a dynamic form of storytelling in games which is more reactive, and tailored to the specific players, than what is currently possible using pre-programmed static narratives or automated storytelling engines.
Original language | English |
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Title of host publication | The Second Australasian Conference on Interactive Entertainment |
Subtitle of host publication | proceedings : University of Technology, Sydney, Australia, 23-25 Noverber 2005 |
Editors | Yusuf Pisan |
Place of Publication | Australia |
Publisher | Creativity and Cognition studios press, UTS |
Pages | 215-222 |
Number of pages | 8 |
ISBN (Print) | 0975153323 |
Publication status | Published - 2005 |
Event | Australasian Conference on Interactive Entertainment (2nd : 2005) - Sydney Duration: 23 Nov 2005 → 25 Nov 2005 |
Conference
Conference | Australasian Conference on Interactive Entertainment (2nd : 2005) |
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City | Sydney |
Period | 23/11/05 → 25/11/05 |
Keywords
- GM
- role playing game
- interactive narrative
- emergence
- dynamic
- human control