Computer Games and Digital Cultures Conference Proceedings
Tampere University Press, June, 2002
ISBN / ISNN: ISSN 2342-9666
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.
Asheron’s Call, Computer Game Genre, EverQuest, fantasy, Magic, massively-multiplayer online role-playing games, MMORPG, Narratology, online games, role-playing games, Ultima Online