role-playing

By Kristina Igliukaite, 11 May, 2020
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Publication Type
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Year
Publisher
ISBN
978-0-262-08356-0
Pages
69-80
License
MIT
Record Status
Abstract (in English)

James Wallis uses genre as the fulcrum for balancing game rules and narrative structure in story-telling games, which he differentiates from RPGs through their emphasis on the creation of narrative over character development.

The source is the essay-review on www.electronicbookreview.com written by James Wallis.

Pull Quotes

"In the ongoing debates about storytelling and narrative in games, the various commentators often overlook a key point: even in the most cutting-edge examples of the state of the art, it is not the players who tell the story, it is the game. Whether computer games with a narrative element, board games, card games, or face-to-face role-playing games, the essential plot and structure of the narrative is predetermined before the game begins, and cannot be altered."

"Human beings like stories. Our brains have a natural affinity not only for enjoying narratives and learning from them, but also for creating them. In the same way that your mind sees an abstract pattern and resolves it into a face, your imagination sees a pattern of events and resolves it into a story."

"the game's mechanics must take into consideration the rules of the genre that it is trying to create: not just the relevant icons and tropes, but the nature of a story from that genre. A fairy tale has a very different structure and set of requirements than a horror story or a soap opera, and a game must work to replicate that. "

"In most games, the structure is simply the way the game is played. In story-making games, it is also the principal way that the narrative shape of the story is formed (...)."

"Structure is not the same thing as rules. (...) That's how the game plays. It's not how the game works."

"The key to a successful story-making game, at least in the ones that have been released so far, is simplicity of design. (...) it does mean that rules have to be integrated with structure and genre to form a coherent package. I am a self-confessed proponent of "elegance through simplicity" in game design, and I realize that this doesn't fit every taste, or every style of game. "

All quotes were directly pulled out of the essay.

By Kristina Igliukaite, 11 May, 2020
Author
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
Pages
31-40
License
MIT
Record Status
Abstract (in English)

Kenneth Hite argues that the long-running, H.P. Lovecraft-inspired Call of Cthulhu franchise differs from traditional tabletop role-playing in its focus on suspense rather than character growth. Hite's analysis suggests that in its origins and emphasis on narrative structure Cthulhu is a highly literary game.

The source is the essay-review on www.electronicbookreview.com written by Kenneth Hite.

Pull Quotes

"A scenario in Call of Cthulhu can be organized like the layers of an onion. On the surface, suppose that the scenario looks like it's about a conventional haunted house. It might even look like a hoax. (...) The sixth edition version is slightly less proscriptive than the first, substituting "can" for "should," and being headlined "An Example of A Plot" rather than the sterner "How to Set Up a Scenario" from the first edition.The sixth edition also provides a sidebar with step-by-step guidelines for "Building a Scenario":(...)1) A mystery or crisis is posed. . .2) The investigators become linked to the problem. . .3) The investigators attempt to define the mystery. . .4) The investigators use the clues and evidence to confront the danger. . .5) The mystery or problem is solved. (Ibid., 136)."

The quotes was directly pulled out of the essay.

By Kristina Igliukaite, 11 May, 2020
Author
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
Pages
25-30
License
MIT
Record Status
Abstract (in English)

Erik Mona takes a first step toward measuring the cultural impact of Gygax and Arneson's Dungeons & Dragons by providing a pocket history of the game's generation and evolution. Mona explains the addition of character development as a game goal - the innovation that distinguishes D&D from its predecessors, and started the role-playing revolution.

The source is the essay-review on www.electronicbookreview.com written by Erik Mona.

Pull Quotes

Thirty-one years after the invention of Dungeons & Dragons, the original role-playing game remains the most popular and financially successful brand in the adventure gaming industry. This fact is so well established in the conventional wisdom of the adventure games industry that it's difficult to find adequate sourcing for the assertion, and it seems ridiculous to even try. In that time, D&D has introduced millions of readers to the concept of role-playing. Even those who eventually move on to other systems usually get their start with D&D. Most gamers' understanding of "what happens" in a role-playing game is therefore shaped by how D&D explains these concepts. ;An analysis of how D&D's manuals have explained the duties and roles of players throughout the game's many printings therefore offers a glimpse at the evolution of the role-playing form itself. If Dungeons & Dragons is the lingua franca of most role-playing gamers, its definition of the role-playing experience defines an important touchstone helpful for critical study of the role-playing phenomenon.

The quote was rewritten directly from the essay.

By Kristina Igliukaite, 11 May, 2020
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
Pages
15-23
License
MIT
Record Status
Pull Quotes

In the books, Wild Cards Day is celebrated every September 15, in memory of September 15, 1946, the day that Jetboy spoke his immortal last words while  Dr. Tod loosed an alien virusover Manhatten.

The quote was rewritten directly from the essay.

By Kristina Igliukaite, 10 May, 2020
Publication Type
Year
Publisher
ISBN
978-0-262-08356-0
License
MIT
Record Status
Pull Quotes

How should we explain to someone what a game is?

I imagine that we should describe games to him, and we might add:

"This and similar things are called 'games'." Ad do we know anymore about it ourselves? It is only other people whom we cannot tell exactly what a game is?

But this is not ignorance. We do not know the bounderies because none have been drawn.

- Ludwig Wittgenstein, Philosphical Investigations, aph. 69.

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Description (in English)

CALYPSIS: A HYPERTEXT FICTION is based on a role-playing campaign featuring nine participants (seven player-characters and two game masters) that took place in three stages: world building, character creation, and a series of six role-playing sessions, mostly conducted online but also over email and a few face-to-face gatherings. These game narratives accompany each vignette, a storytelling segment derived from the game play. Calypsis was a creative PhD dissertation, accompanied by a critical introduction.

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