Abstract
This paper proposes and outlines a novel method for designing multiplayer computer role-playing games that revolve around procedural interactive narratives, which are further developed by the participating players. The proposed Plot Cluster system is evaluated practically during the design and construction of the experimental game Castle of Oulu 1651. The functionality and applicability of the approach is further validated with the empirical field experiment with 260 test subjects. Plot clusters enable the game designers to create controlled but re-playable emergent storylines that intertwine the participating players using multi-tier network structures.
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Manninen, T., Vallius, L., Kujanpää, T. (2006). Plot Clusters – Intertwined and Re-playable Storyline Components in a Multiplayer RPG. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds) Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2006. Lecture Notes in Computer Science, vol 4326. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11944577_27
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DOI: https://doi.org/10.1007/11944577_27
Publisher Name: Springer, Berlin, Heidelberg
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