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 Collaborative Storytelling- The Evolution of Narrative in Role-Playing Games
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Collaborative Storytelling
Evolution of Narrative in Role Playing Games
Contents
- Introduction
- General Keywords
- Manufacturer and Game Keywords
- Subject Headings
- Browsing Areas
- Key to Abbreviations
- Reference
- Bibliographies
- Abstracts and Indexes
- Journals
- Online Journals
- Monographs
- Chapters in Monographs
- Dissertations
- Journal Articles
- Academic Web Sites
- Gamer/Industry Web Sites
- Audio/Visual Resoruces
- Conferences
- Virtual Museums
Introduction
(Please see keywords if unfamilair with abbreviations)
Paramaters of the Resources
This pathfinder presents resources showing how the role of narrative has changed in different formats of role-playing games. It is a cross discplinary guide, focusing on monographs (books), journals, web sites and visual materials from the fields of drama, game design, game theory, popular culture, psychology, rhetoric, sociology and storytelling. It is designed for professional researchers, college and university students.
Terminology
For the purposes of this guide a borad interpretation of narrative is used. This includes the type and how language is used (rhetoric), how players interact and communicate with each other to either enhance or frustrate the storyline, storytelling or the campaign itself, the functions of particular aspects used to drive story forward (DM or GM, NPC, etc.),as a model to study RPGs (narratology), how narrative elements are incorporated into video games and MMORPGs.
Format & Genres
Academic studies in terms of the format of role-playing games predominately focus on tabletop PnP or tabletop RPGs, video RPGs and MMORPGs. LARP resources are included, most are audio/visual examples. MUD's and virtual worlds are touched on, mostly in a historical context.
Due to their popularity adventure and fantasy games are the genres represented most often in academic studies and therefore the resources selected for this pathfinder. A small amount of horror RPG information was found - specifically Lovecraftian studies/Call of Cthulu. In terms of MORPG almost all academic analysis focused on WoW.
Background or Why study role-playing games?
Drawing on a blend of fantasy and mythology, popularized by the Tolkien novels, Dungeons and Dragons was first available in 1974. Dungeons and Dragons was a completely different type of recreational game. Based on a tradition of war games, Dungeons and Dragons uses a map or grid in place of a board. To play, you need a set of books to customeize your own character. And instead of a linear plot players interpert a plotline interacting within storyline constraints, mediated by a Dungeon Master.
For some players these taplebtop or pen & paper games were just too confining. From a traditional background of historical re-enactment groups, live action role-playing or larping developed. LARP groups meet together and perform storylines as interactive drama, complete with environments and costumes. For larpers, the story is the game.
As computers developed, early programmers began experimenting with gaming concepts. Teh earliest were known as MUDs. MUDs did not have graphics. A single player could interact with a described environment and take limited actions, purely within a narrative context. MUDs paved the way for role-playing video games. Now one or more players could move and interact in a visual environment taking on a prescribed set of roles.
The world wide web engendered a new step in role-playing game, the MMORPG. Games like Lineage and World of Warcraft reportedly have up to 11 million subscribers. People from all over the world play simutaneously. They interact with each other and with the virtual enviornment to fufill quests.
Feel free to review these resources in any order. Or for you gamers out there- Roll for iniative!!!
General Keywords
- d20 system, DM (dungeon master), game theory, Gary Gygax, GM (game master), GURPS, (Generic Universal Role Playing System), interaction, interactive drama, ludology, narrative, narratology, LARP (live action role playing games), MMOPRG,(massively multi player online role playing game) MUD (multi user dungeon), PnP (pen and paper role playing games), narrative, narration, narrative paradigm theory, role playing, role-playing, RPG (role playing games), social interaction, storytelling, table top role playing games
Game and Manufacturer Keywords
- Baldur's Gate, Call of Cthulhu, Chaosium, Dungeons and Dragons, Dungeon Seige, Everquest, Final Fantasy, Guild Wars, HeroQuest, Lineage, Morrowind, Neverwinter Nights, Palladium Books, Redemption, Rifts, Star Wars Online, Ultima Online, Vampire the Masquerade, World of Warcraft (WoW)
Subject Headings
The following Library of Congress subject headings will help to find resources in IUCAT, journals and web sites.
- Computer Games-Design
- Games- Sociological Aspects
- Internet Games-Social Aspects
- Mass Media
- Narration (Rhetoric)
- Role Playing
- Role Playing- Social Aspects
- Storytelling
- Video Games-Authorship
- Video Games-Design
Browsing Areas
Browsing is another way to become familiar with the facets of a particular topic. To browse for material about narrative and role playing games check out the following:
Key to Abbreviations
- B-Wells- Bloomington Herman B. Wells Library Main Stacks
- B-Wells REF- Bloomington Herman B. Wells Library Reference Room
- HPER-Bloomington Health Physical Education Recreation Library
- ILL- Inter Library Loan
- MCPL- Monroe County Public Library
- SE- Southeast Library
Reference
The following encyclopedias and reference books contain background information on role playing games.
- Harms, D. & Appel, S. (1998). The encyclopedia Cthulhiana: A guide to Lovecraftian horror. Oakland, CA: Chaosium, Inc.
ILL
Includes information on characters, gods, monsters, etc. relating to the Cthulhu Mythos. Cthulhu, representative of the horror genre, is a popular role playing game series promoted by Chaosium. Also includes a historical synopsis and bibliography.
- Lowood, H. (2005). Computer and video games. In Encyclopedia of 20th Century Technology (Vol. 1, pp. 180-181), New York : Routledge.
B-Wells REF T9 .E462 2005
Overview of the changes in gaming technology from the 1960's to modern times. Draws parallels between the changes in technology to the changes in types of games produced. Good description of MUD (multi user dungeon), the forerunners to the MMORPG systems.
- Park, K & Lepawsky, J.(2006). Understanding virtual communities in online games. In Encyclopedia of Virtual Communities and Technologies(pp. 462-467), Hershey, PA : Idea Group Reference.
B-Wells REF TK5105.83 .E52 2006
Defines virtual communities and MMORPG. Helpful use of key terms such as avatar, virtual world and online game. Emphasizes the interactive nature of these games in academic terms. Discusses the popularity of MMORPG in conjunction with socioeconomics, specifically the purchasing of virtual goods.
- Ploeg, S.D. (2001). Role playing games. In The Guide to United State Popular Culture (pp. 696), Bowling Green, OH : Bowling Green State University Popular Press.
B-Wells REF E169.1 .D399 2001
Provides a historical context to role playing games. Identifies the roots of modern games to the Medieval traditions of courtly love. Briefly describes role playing games in the context of education. Covers additional genres outside of fantasy.
- Schick, L. (1991). Heroic worlds: a history and guide to role-playing games. Buffalo, NY: Prometheus Books.
SE GV1469.6 .S35 1991
The author, a game designer provides synopsis of thousands of table top role playing games and gaming systems. Helpful introductory chapters provide a working definition of role playing games and a historical background. Descriptions are broken down into genres such as fantasy, science fiction, espionage, etc.
- Weiss, Brett. (2007). Classic home video games, 1985-1988. Jefferson, N.C. : McFarland.
GV1469.3 .W472 2009
Includes historical information, synopsis and reviews but specifically for games for the Nintendo NES, Atari 7800, and Sega Master Systems
Bibliographies
These bibliographies are from syllabi and professional web sites. Many of the resources include additional suggestions for gaming studies and cross-sectional research about identity and games.
- Annonomyous. (1996). Studies about fantasy role playing games. Retreived May 6, 2010, from the Studies about fantasy role-playing site:
http://www.rpgstudies.net/#1/
A bibliography for fantasy role playing games put together by a gaming club. Includes numerous academic articles, many of them linked to web sites.
- Lowood, H.(2005). History of computer game design: Technology, business,design. Retreived May 6, 2010, from the Stanford University web site:
http://www.stanford.edu/class/sts145/html/bibliography.htm
A bibliography for role playing games for a course at Stanford University. Especially helpful for resources on specific games.
- Rutter, J. (2010). Bibliography. Retreived May 6, 2010, from the Digiplay Initiative: Understanding Digital Games Web site:
http://digiplay.info/digibiblio/
A searchable bibliography through 2010. Currently includes over 2,000 citations.
- Zappen, J.P.(2010). Digital theory. Retreived May 6, 2010, from the Rensselaer Polytechnic Institute site:
http://www.rpi.edu/~zappenj/Rhetoric/DR/drsb.html
A bibliography for a Digital Rhetoric/Digital theory course taught at the Rensselaer Polytechnic Institute. Includes a section on Narrative theory and Digital Storytelling.
Abstracts and Indexes
The following databases are available at Indiana University on or off campus. Recommended search strategy is to do a boolean search using the keywords above. Once you find useful articles cross check the reference/bibliographies in the articles against materials available in the IUCAT system . Specific articles, found in these databases, are also included in the pathfinder.
- ACM Digital Library
Include full-text periodical articles. Especially helpful resource for finding conference proceedings. Also includes a worldwide bibliographic database of computer literature.
- Blackwell Reference Online
Over 300 E-books covering the humanities and social sciences. Especially useful for finding basic reference such as dictionaries and encyclopedias for specialized topics.
- Communication and Mass Media Complete
Combines CommSearch and Mass Media Articles Index along with over 200 full text journals about communication and mass media.
- IBSS: International Bibliography of the Social Sciences
Indexes sociology, and interdisciplinary research in social sciences. Available from 1981 to the present.
- IEEE Computer Society
Full-text periodicals and proceedings from the IEEE Computer Society. Covers from 1995 to the present.
- Proquest Dissertations and Thesis
Citations and abstracts for dissertations, primarily from 1997 to current
- Sociological Abstracts
Abstracts to journal articles and book reviews in sociology and related disciplines.
- Ulrich's Periodicals Directory
Bibliographic database that provides over 164,000 regular and irregularly serials published throughout the world. This is a great starting place to try to find publications using the keywords above.
Journals
This section includes journals found using IUCAT as well as Inter Library Loan.
- Computers in Entertainment
- Critical Studies in Media Communication
- Games and Culture: A Journal of Interactive Media
- Game Culture Journal
- Game Now
- Interactive Fantasy
- International Game Theory Review
- International Journal of Computer Games Technology
- International Journal of Gaming and Computer-Mediated Simula
- Simulation & Gaming: An International Journal of Theory, Practice and Research
Online Journals
These journals are available online without a subscription.
Books- General Resources
These books offer an industry perspective and/or interdisciplinary perspective on narrative and role playing games.
- Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore, MD: Johns Hopkins University Press, 1997.
B Wells P302.5 .A18 1997
Aarseth's key point is that cybertexts deserve their own body of theory, and we don't do them justice by applying theory from other disciplines willy-nilly. If you already agree with this thesis, there's little reason to read Cybertext. His #1 enemy is literary studies, and he spends page after page attacking the prospect that literary theory might have something to offer cybertext theory, though he always qualifies himself at the last minute...Aarseth does introduce what seems to be some genuinely useful terms to game studies. His notion of ergodicity, which he defines as the "nontrivial effort required by the reader to traverse the text," is a much better term than "gameplay," that shadowy term bandied about in game reviews. Aarseth borrows "ergodicity" from physics, though the word is ultimately derived from two Greek terms, ergon (work) and path (path). It's a neat term, because the objective of so many games is to do a certain kind of work successfully to move further along a path. Part of learning any new game is learning how to properly navigate and thus explore it. Aarseth introduces a whole set of terms for dealing with texts "scritpons" (text as it appears to readers) and "textons" (the actual text) being two of the more intriguing ones. This rather Platonic distinction makes real sense in discussions of videogames, where in one sense a game is simply so many lines of code, whereas what most of us mean by the term is what appears on the screen (and what comes through the speakers, etc.)
Aarseth builds an apparatus to help us "describe any text according to their mode of traversal" (62). The variables are dynamics, determinability, transiency, perspective, access, linking, and user functions. After defining these terms, Aarseth maps out a set of texts, hypertexts, and cybertexts onto a grid. What emerges is a fascinating map. Aarseth claims there are 576 unique positions in which to place any particular work, though I suspect the system is a bit more ambiguous than it may appear at first. Still, it's an admirable attempt, and a lot more rational and complete than many I've seen.
Matt Barton--gameology.com
- Atkins, B. (2003). More than a game, the computer game as fictional form Manchester : Manchester University Press
HPER GV1469.17.S63 A85 2003
Research, writing and theory on computer and video games is in a funny spot these days. As far as its viability as a discipline, it is bit like film studies in the late 1960's, the field has yet to find its central intellectual voices, its intrinsically situated methodologies. And, as far as the games themselves, they still suffer from a reputation as a medium that fails to offer something other than violent excess, time poorly spent, and antisocial grooming... I am happy to say that Barry Atkins' new book, More Than a Game, shows that such games are worthy of study, particularly from the point of view of narratological analysis.
Atkins sets out a clear and achievable task to analyze the games as a form of fiction and map several individual games, or "texts," using the technique of close textual criticism. In this sense, his book is an excellent introduction for those unfamiliar with computer or video games and how they can function as a type of literary interactive adventure.
Derek A. Berill- Children's Literature Association Quarterly, Volume 29, Number 4, Winter 2004
- Bainbridge, W.S. (2010). The Warcraft civilization: social science in a virtual world.Cambridge, Mass. : MIT Press
World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. WoW contains more than 5,000 possible quests, games within the game, and encompasses hundreds of separate parallel realms (computer servers, each of which can handle 4,000 players simultaneously). WoW is an immersive virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noticed, it's not entirely unlike today's world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further than this, arguing that WoW can be seen not only as an allegory of today but also as a virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war.
Bainbridge explored the complex Warcraft universe firsthand, spending more than 2,300 hours there, deploying twenty-two characters of all ten races, all ten classes, and numerous professions. Each chapter begins with one character's narrative, then goes on to explore a major social issue–such as religion, learning, cooperation, economy, or identity–through the lens of that character's experience.
From the Publisher's website
- Carr, D., Buckinghan D., Burn, A & Schott,G. (2006). Computer games: text, narrative and play Malden, MA: Polity Press.
Computer and video games have become serious business, both in economic and scholarly terms. This book focuses on how (not why) to study games and adapts approaches from literary, film, and media theory, as well as textual analysis, audience research, and sociology, to the field of game studies. These strategies are applied in case studies, which address a representative cross-section of role-playing and action-adventure games (Baldur's Gate, Final Fantasy VII, etc.). Early chapters focus on the textual analysis of games, considering elements such as genre, narrative, and navigation. ...The careful definition of terminology, notes, and the list of references are helpful.
J. Arnold, Central Piedmont Community College--Choice Reviews
- Desparin, W. (2009). Writing for video game genres: From FPS to RPG. Wellesley, Mass. : A K Peters.
GV1469.34.A97 W75 2009
"This book, written and edited by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, follows the acclaimed Professional Techniques for Video Game Writing to deliver practical advice from seasoned veterans on the special challenges of writing for first-person shooter games (FPS), role-playing games (RPG), and everything in between, including massively multiplayer online games, real-time strategy games, sports games, horror games, serious games, casual games, handheld games, and more. Game writing samples are included with the book, and more are available online." From the Publishers' Website
- Harrigan, P & Wardip-Fruin (eds.) (2007). Second person: role-playing and story in games and playable media. MIT.
B-Wells GV 1469
..the present title focuses on the interrelationship between role-playing and storytelling in tabletop game systems, computer games and real world game events, and it includes some illuminating statements from the designers of popular examples in each category...the book's variety invites meaningful reader participation and exemplifies that the current media landscape is a demanding, complex environment of multiple texts and contexts..
J.A. Saklofske, Acadia University, Choice Reviews
- Howard, J. (2008). Quests: Design, theory and history in games and narratives. Wellesley, Mass. : A.K. Peters
GV1469.34.A97 H69 2008
Jeff Howard's Quests is an incisive and highly accessible book that leads the reader on an exploration of literature, computer games, and a connection between them. Howard includes valuable tutorials and exercises which draw on literary works, including Sir Gawain and the Green Knight, while also dealing with the specifics of how to use tools to create computer RPG modules. The book offers useful discussion of the history of adventure games and detailed analysis of quest elements using concepts from narrative theory, poetics, game studies, and other fields. Quests equips students and scholars as they journey onward to read, play, and fashion games and narratives.
Nick Montfort, Assistant Professor of Digital Media, Massachusetts Institute of Technology- From the Publishers' web site
- McKay, D. (2001). The fantasy role playing game: a new performance art Jefferson, N.C. : McFarland & Co.
ILL
...Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art-especially in terms of aesthetics-of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.
Editorial Review at Amazon.com
- Mortensen, T.E. (2009). Perceiving play: The art and study of video games. New York: The Peter Lang Publishing Group.
HPER GV 1469.17.S63 M67 2009
Computer games are increasingly prevalent, and cause both curiosity and concern in the general public, so understanding these games and play is important. Game researchers need to work quickly to document, report, and analyse the effect on our modern society as an increasing amount of people make new and drastically different choices in how they spend their time. Perceiving Play: The Art and Study of Computer Games looks at the directions and findings of this research, and examines how game research integrates the studies of social science, ethnography, textual analysis and criticism, economy, law, and technology.
From the Publisher's Web site
- Murray, J.H. (1997). Hamlet on the holodeck: the future of narrative in cyberspaceFree Press.
B-Wells QA76
...Typically, digital technologies and environments are imagined in terms of how they will change the ways in which individuals communicate and create, rather than in terms of what they will alter at the level of content. Murray's superb guide to the shift into the digital takes into account the dragmatic transformation in the "content" of human expression. The news of the death of narrative storytelling has been greatly exaggerated. Indeed, as Murray shows, the pleasures and enduring human truths of cybernarratives are fully continous with those of more traditional literary forms. In its examinations of new media for storytelling, especially in its discussion of the aesthetic theory and authorial practice of these media, this book distinguishes itself.
-M. Uebel, University of Kentucky--Choice Reviews
Chapters in Books
- Lankoski, P. (2004). Character design fundamentals for role-playing games. In Beyond role & play: Tools, toys & theory for harnessing the imagination. Retreived June 4, 2010 from the Beyond Role and Play web site: http://www.ropecon.fi/brap/
Provides a framework based on psychology, sociology, game design and drama for creating characters and writing/preparing a campaign. Tehse suggestions are for tabletop and live action role playing scenarios.
Journal Articles
Using combinations of the keywords and game/manufacturing keywords above there are many articles available. The following is a list of particularly useful resources.
- Hite, K. (2010). Narrative structure and creative tension in Call of Cthulhu. In First Person. Retreived June 3, 2010 from the electronic book review web site: http://www.electronicbookreview.com/thread/firstperson/adventurous/
Article begins by differentiating Call of Cthulhu role playing games from Dungeons and Dragons in the type of narrative the system supports. Call of Cthulhu focuses on grisly discoveries that create a mystery to be solved rather than an advesarial hero versus monster. Discusses specific rules, modeules, gaming books and the original Lovecraftian plots supporting this underling resolution of mystery as a literary tool. Works cited includes a list of the games discussed in the article.
- Pittman, J & Paul, C. (2010). Seeking fulfillment: Comparing role-play in table-top gaming and World of Warcraft. In International Journal of Role-Playing. (1). Retreived June 5, 2010 from the International Journal of Role-Playing web site: http://marinkacopier.nl/ijrp/wp-content/uploads/2009/01/pittman_paul_seeking_fulfillment.pdf
Primarily a behavrioral study, this survey is a first hand account of player experiences with narrative in both tabletop and WoW. Since the paper is based on a survey of users, rather than a theoretical work, it is especially useful in identifying why people play
Dissertations
Dissertations are a useful way to gauge both the interest in a topic and the amount of information availale about it. Listed below are some recent dissertations relating to role playing games and narrative. Dissertations are also a preview of upcoming pulications, since many are turned into books.
- Lacy, K. (2006). Narrative and identity in fantasy role playing games. Ph.D. dissertation, New York University, United States --New York. Abstract retreived May 15, 2010.
- Martineau, F. (2006). PNFG: A framework for computer game narrative analysis.M.Sc. dissertation, McGill University (Canada), Canada. Abstract retrieved May 15, 2010. Publication No. AAT MR28511).
- Holcomb, J.A. (2000). Playing popular culture: A folkloristic perspective on role-playing games and gamers. Ph.D. dissertation, University of Louisiana at Lafayette, United States -- Louisiana. Abstract retrieved May 15, 2010.(Publication No. AAT 9975267).
- Dube, J.S. (1997). Playing (in) the text: From role-playing games to computerized interactive narrative media. M.A. dissertation, Concordia University (Canada), Canada. Retrieved May 15, 2010. Publication No. AAT MQ40172).
Academic Web sites
Gamer/Industry Web Sites
- UBM TechWeb. (2010). News. Retreived June 4, 2010 from the Gamasutra: The art & business of making games web site: http://www.gamasutra.com/php-bin/news_index.php/
An industry website with news and feature articles as well as interviews. Coverage includes art, audio, design, programming and production.
Audio/Visual Resources
One of the best ways to understand role playing games is to see how they are played. This section contains live action role playing documentaries, podcasts and interviews.
- Douglas, A.K., Hoback, C., Macomber, D. et al. (2008). Monster camp: A documentary about fantasy. United States: Lifesize Entertainment.
MCPL 793.93 Mon
Demonstration of live action role playing game. Documentary of a weekend adventure in Seattle, Washington. Includes interviews of characters. Touches on the rules, spells, postions and costuming involved in bringing the story to life.
Virtual Museums
Many of these museums have grown out of personal collections of role playing gamers. Some are location based, many are virtual. These resources are included if you are looking for particular games, date of manufacture,trends, or catalogs.
- Fantasy adventures. (2010).
Museum and Collector's Resource for Classic Adventure/RPG Computer Games. Retreived May 11, 2010 from the Fantasy adventures web site:
Museum and Collector's Resource for Classic Adventure/RPG Computer Games/
A private collection expanded into a museum. Highlights of the collection include Advanced Dungeons and Dragons and Tolkien computer games, adventure and fantasy role playing games. Shows photos of uncommon and rare games along with a short descriptions.
- The Museum of Role Playing Games.(2009)The Museum of Role Playing Games.Retreived May 12, 2010 from The Museum of Role Playing Games web site:
http://rdushay.home.mindspring.com/Museum/Index.html/
This project stems from the curator's personal collection. The collection is divided between Fantasy, Science Fiction, Horror and other. It also features two special collections about Tekumel and Journe. Provided detailed synopsis, battle process and general information about each game in the collection.
Conferences and Conventions
This is a list of conferences. They include both professional academic meetings with lectures and a gaming convention where you could try out role playing games for yourself. Check local gaming stores for groups as well. Conferences are a useful tool whether or not you can attend because they frequently produce papers for publication. Search for conferences as part of a title or publisher search.
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