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.
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Tychsen, A., Hitchens, M. (2006). Ghost Worlds – Time and Consequence in MMORPGs. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds) Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2006. Lecture Notes in Computer Science, vol 4326. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11944577_30
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DOI: https://doi.org/10.1007/11944577_30
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