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Story Construction and Expressive Agents in Virtual Game Worlds |
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Notes for this articleThe paper has a great set of references and synthesizes and integrates the complex concepts from them into an accessible and fresh, for me, way of looking at design of virtual game worlds. Some of the fresh concepts mentioned from other authors include the "concept of 'worldness' as a metric of the particular traits that constitute the experience of a virtual world" (p. 2, Lisbeth Klastrup as quoted by Eladhri et al). I am also very interested in the idea of games as an expressive form of interactive narrative, and also by the idea of expressive artificial intelligence which marries game studies, design practice, and technical research (Mateas as quoted by Elhadri).
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AbstractThe purpose of the paper was "to discuss structures in massively multi-player role-playing games (MMORPGs) that make the emergence of narrative possible" (p. 1); that is, what are the game world system architectures that support story construction? The authors develop a sort of virtual world architectural model that shows the text levels in virtual game worlds (story, discourse, narrative) and which relate to story construction, designed narrative potential, and played narrative potential; the code level (engine of hardware and network, programmed framework based on abstracted model of game world, and game programming that provides for object and agent behavior) and how each relates to designed narrative potential and story construction; and the story level, which provide the deep structures for potential stories including driving forces, goals, abilities for entities, back-story (case of explicit story-telling by game designers). Even if a game does not contain a story level, it does have a deep structure with goals, driving forces and constraining rules for achieving those goals. The narrative systems in the virtual world are open to goals defined by other persons than the originators of those worlds. "This is, from the aspect of narrativity, the feature that together with the world's nature as a place most distinguishes virtual game worlds from other types of narrative systems. Virtual worlds as places support the emergence of stories" (p. 14).
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