A Touch of Medieval: Narrative, Magic and Computer Technology in Massively Multiplayer Computer Role-Playing Games


Stern Eddo
2002 Computer Games and Digital Cultures Conference Proceedings

The paper provides an in depth examination of the narrative structure of Massively Multiplayer Online Computer Role-Playing Games (MMORPGs). The analysis is focused on the narrative complexities created by the relationships between computer technology, the medieval fantasy that is central to the genre, and the emergent nature of the online player society. The paper is divided into four major sections: the first examines the question of neomedievalism (as pronounced in the 1970's by Umberto Eco) and its relationship to technology and magic. The second section recounts the historical development of the MMORPG genre. The third section examines the narrative form unique to fantasy genre computer games that arises when the cogent narratives of the fantasy genre are mixed with the equally fantastic narratives of high tech computer culture. The fourth section examines a specifi c set of game "artifacts" that make the specific narrative diegesis of MMORPGs.

 

The Open and the Closed: Games of Emergence and Games of Progression


Juul Jesper
2002 Computer Games and Digital Cultures Conference Proceedings

This paper proposes a conceptual framework for examining computer game structure and applies it to the massive multiplayer game EverQuest.

 

Interaction Forms, Agents and Tellable Events in EverQuest


Klastrup Lisbeth
2002 Computer Games and Digital Cultures Conference Proceedings

This paper focuses on forms of interaction and agents in a virtual world and how one may apply an understanding of these to an actual analysis of a virtual world. First, it proposes a distinction between 4 basic agents in a world: players, NPCs, objects and world rules. These agents are involved in 4 basic forms of interaction: navigating, manipulating, social interaction and information retrieval. Looking more closely at how these different forms of agents and actions forms are employed can help us think more closely about the construction of tellable events (emergent narratives) in a multiuser environment.

 

Power games just want to have fun?: instrumental play in a MMOG


Taylor T.L.
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

In this paper I explore a particular slice of massive multiplayer participants known as power gamers. Through my ethnography of EverQuest, as well as interviews with players, I analyze the ways these participants, who operate with a highly instrumental game-orientation, actually facilitate their play style through a variety of distinctly social activities. Rather than seeing this segment of the gaming population as “lone ranger” figures or via various other “geek gamer” myths, this work explores the way high-end players are actually embedded in deeply social structures, rituals, and practices.

 

Is Electronic Community an Addictive Substance?


Chee Florence Smith Richard
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

In this study, we examine how online games, like the Massively Multiplayer Online Role Playing Game (MMORPG) EverQuest, are represented and controlled through media rhetoric. We look at international attempts to regulate their use through policy, and unearth some of the ways in which media reports have constructed public opinion of online games. We then contrast those reports with an ethnographic study of the EverQuest environment. The analysis of game experience and informant testimony shows that regulation and control of games is ultimately not a correct course of action in order to heal social dysfunction, of which excessive participation in electronic communities is only a symptom.

 

Law, order and conflicts of interest in massively multiplayer online games


Pargman Daniel Eriksson Andreas
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

In huge online games where great numbers of players can be connected at the same time, social interaction is complex and conflicts become part of everyday life. There is a set of rules and norms in the game for what is allowed and what is prohibited and these are partly set up by the game publisher and partly evolve among the players themselves over time. This paper describes and exemplifies a number of often-contested behaviors around which most in-game conflicts in the massively multiplayer online games (MMOG) Everquest revolve. Using these examples as a starting point, the paper presents a conceptual framework for analyzing conflicts and allegiance in MMOGs.

 

Role Theory: The Line Between Roles as Design and Socialization in EverQuest


Boudreau Kelly
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

For a player to enter the game-world of EverQuest, they must choose a character. Each character fulfills a particular, functional role within the game that defines the game-play experience for the player. A character’s role defines the basis of identity formation within the game-space. Using sociological role theory as a point of departure, this paper will explore how class roles are designed into the game of EverQuest and how players redefine these roles through social interaction, role expectations and individualization, altering the structured roles designed into the game.