Storytelling in MMOGs
Online Shift has an interview with Ragnar Tornquist, talking about storytelling for massive multiplayer online worlds. One of the things he hits upon is something that has come up in my paper research for Narrative in MMOGs-- the use of 'genre', or historical narrative backdrops to control/direct player driven narrative. Players in a sci-fi game don't expect to be able to, say, slay dragons, because that's not what you do in a sci-fi environment. Now, they couldn't slay dragons anyway, because I'm the game designer and I didn't design that in, but I think the genre constraint creates less of a drain on agency. Anyway, I'm still researching this angle, so I'll have to give an update when I get my argument together.
Posted by cloo @ 06:03 PM EST [Link]
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