Abstract
Perennial games—ongoing, live games—are a form of games that often seem at odds with storytelling through their temporality, repetition and strange diegesis. This paper proposes a reframing of storytelling in perennial games as myth to alleviate these problems. Two layers of myth are presented, the first as the constructed fictional layer, and the second as the lived experience of the communities and people engaging with the game. This avoids the traditional player/author split, often seen as problematic in perennial games, by not focusing on authorship or control of these layers. Rather, it focuses on what each layer is affecting about the experience, how both authors and audience can engage with each layer, and how these layers affect each other. Three additional problems with perennial storytelling are identified that this reframing as myth helps alleviate. Framing the play of perennial games as myth shows how players are a part of a greater mythological experience in a disenchanted world. It explains the repetitive nature of perennial games as re-enactment and ritual, instead of as a logic-breaking repetition of story events. Furthermore, mythology has an inherently complicated relationship with truth and fiction, and this fits naturally with a similar relationship of perennial games and diegesis. Through this recontextualisation, we can improve understanding of how players are experiencing and engaging with perennial stories with a holistical understanding of their play and development.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
As defined by Eliade [19, p. 21] as stories that “tell how the world was changed”.
- 2.
- 3.
Authors are here seen as part of the community. See Sect. 3.1.
- 4.
Here, Sicart’s broad notion of play [77] is useful, as it encompasses the wide-ranging possibilities of play.
- 5.
One useful comparison to emergent narrative here is James Ryan’s notion of emergent narrative as nonfiction or lived experience [70], as the case is similar: These are both stories created (curated) from a wealth of material events.
- 6.
Esports could be viewed as its own mythology, as a sports narrative on its own, but that discussion is beyond the scope of this paper.
- 7.
“Retroactive continuity”: Changing a previously established truth about the world to serve a new narrative purpose. This could be innocuous, like changing the previous off-screen location of a character, to severe, such as reviving them from death.
References
Abbott, H.P.: Story, plot, and narration. In: Herman, D. (ed.) The Cambridge Companion to Narrative, pp. 39–51. Cambridge Companions to Literature, Cambridge University Press (2007). https://doi.org/10.1017/CCOL0521856965.003
Asimos, V.: Playing the myth: video games as contemporary mythology. Implicit Religion 21(1) (2018)
Aupers, S.: Spiritual play: encountering the sacred in world of warcraft. Playful identities, p. 75 (2015)
Aupers, S., Schaap, J., De Wildt, L.: Studying religious meaning-making in MMOs. Methods for studying Video games and religion (2017)
Aylett, R.: Narrative in virtual environments-towards emergent narrative. In: Proceedings of the AAAI fall symposium on narrative intelligence, pp. 83–86 (1999)
Barthes, R.: Mythologies 1957. Trans. Annette Lavers. New York: Hill and Wang pp. 302–06 (1972)
Bartle, R.A.: Designing virtual worlds. New Riders, 201 West 103rd Street, Indianapolis (2004)
Blizzard Entertainment: hearthstone (2014)
Bungie: lore tab of the electronica ghost shell. Lore entry on Ishtar, https://www.ishtar-collective.net/entries/electronica-shell, as well as in Destiny 2. It describes Guardians (players), and how frequently they dance (2017)
Bungie: truth to power (2018), lorebook from Destiny 2, hosted on https://www.ishtar-collective.net/categories/book-truth-to-power
Bungie: the chronicon (2019), lorebook from Destiny 2, hosted on https://www.ishtar-collective.net/categories/book-the-chronicon
Bungie and Activision: destiny (2014)
Campbell, J.: The hero with a thousand faces, vol. 17. New World Library (2008)
Cornell, P., Orman, K.: Two interviews about doctor who. In: Pat Harrigan, N.W.F. (ed.) Third Person, chap. 3, pp. 33–41. MIT Press (2009)
Cragoe, N.G.: RPG mythos: narrative gaming as modern mythmaking. Games Cult. 11(6), 583–607 (2016)
Destinypedia: canon policy. The Canon Policy Guide for "Destinypedia" the unofficial Destiny wikipedia (2022). https://www.destinypedia.com/Destinypedia:Canon_policy. Accessed 16 July 2022
Dorson, R.M.: Mythology and folklore. Ann. Rev. Anthropol. 2, 107–126 (1973)
Eladhari, M.P.: Re-Tellings: the fourth layer of narrative as an instrument for critique. In: Rouse, R., Koenitz, H., Haahr, M. (eds.) ICIDS 2018. LNCS, vol. 11318, pp. 65–78. Springer, Cham (2018). https://doi.org/10.1007/978-3-030-04028-4_5
Eliade, M.: Myth and reality. Harper & Row (1963)
Epic Games: fortnite (2017)
Ford, D.: The haunting of ancient societies in the mass effect trilogy and the legend of zelda: breath of the wild. Game Studies 21(4) (2021)
Ford, D.: That old school feeling (indeterminable year, after 2020)
Gach, E.: They brought back destiny’s loot cave, but not the loot. Kotaku article (2020). https://kotaku.com/they-brought-back-the-loot-cave-but-not-the-loot-1845638914. Accessed on 30 Apr 2021
Genette, G.: Fiction & diction. Cornell University Press (1993)
Geraci, R.M.: Virtually sacred: Myth and Meaning in World of Warcraft and Second Life. Oxford University Press, Oxford (2014)
Good, O.S.: Here’s how to find destiny’s ’loot cave’ and plunder it for endless riches. Polygon article (2014). https://www.polygon.com/2014/9/21/6760715/destiny-loot-cave-engrams-farming. Accessed 30 Apr 2021
Gregory Grieve, Kerstin Radde-Antweiler, X.Z.: Special issue: current key perspectives in video gaming and religion (2015). Panel debate. https://www.gamevironments.uni-bremen.de/issues-2015/
Harrington, J.: 4x gamer as myth: understanding through player mythologies. In: DiGRA/FDG (2016)
Hirschman, E.C.: Movies as myths: an interpretation of motion picture mythology. Marketing and semiotics: new directions in the study of signs for sale, pp. 335–74 (1987)
Hong, S.H.: When life mattered: the politics of the real in video games’ reappropriation of history, myth, and ritual. Games Cult. 10(1), 35–56 (2015)
Honko, L.: The problem of defining myth. Sacred narrative: readings in the theory of myth, pp. 41–52 (1984)
Hornshaw, P.: Destiny 2 grasp of avarice dungeon is hilariously salty about a 7-year-old exploit. Gamespot Article about the Grasp of Avarice Dungoen and how it ties to the Loot Cave (2021). https://www.gamespot.com/articles/destiny-2-grasp-of-avarice-dungeon-is-hilariously-salty-about-a-7-year-old-exploit/1100-6499082/. Accessed 6 Jun 2022
Jenkins, H.: Game design as narrative architecture. Computer 44(3), 118–130 (2004)
Kjellgren, A.: Mythmaking as a feminist strategy: Rosi Braidotti’s political myth. Feminist Theor. 22(1), 63–80 (2021). https://doi.org/10.1177/1464700119881307
Kleinman, E., Carstensdottir, E., Seif El-Nasr, M.: A model for analyzing Diegesis in digital narrative games. In: Cardona-Rivera, R.E., Sullivan, A., Young, R.M. (eds.) ICIDS 2019. LNCS, vol. 11869, pp. 8–21. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-33894-7_2
Knoller, N.: Agency and the art of interactive digital storytelling. In: Aylett, R., Lim, M.Y., Louchart, S., Petta, P., Riedl, M. (eds.) ICIDS 2010. LNCS, vol. 6432, pp. 264–267. Springer, Heidelberg (2010). https://doi.org/10.1007/978-3-642-16638-9_38
Koenitz, H.: Interactive Digital Narrative: History. Routledge, Theory and Practice (2015)
Koenitz, H.: Towards a specific theory of interactive digital narrative. In: Interactive digital narrative, pp. 107–121. Routledge (2015)
Koenitz, H., Di Pastena, A., Jansen, D., de Lint, B., Moss, A.: The Myth of Universal’ Narrative Models. In: Rouse, R., Koenitz, H., Haahr, M. (eds.) ICIDS 2018. LNCS, vol. 11318, pp. 107–120. Springer, Cham (2018). https://doi.org/10.1007/978-3-030-04028-4_8
Kreminski, M., Mateas, M.: A coauthorship-centric history of interactive emergent narrative. In: Mitchell, A., Vosmeer, M. (eds.) ICIDS 2021. LNCS, vol. 13138, pp. 222–235. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-92300-6_21
Kreminski, M., Mateas, M.: Toward narrative instruments. In: Mitchell, A., Vosmeer, M. (eds.) ICIDS 2021. LNCS, vol. 13138, pp. 499–508. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-92300-6_50
Krzywinska, T.: Blood scythes, festivals, quests, and backstories: world creation and rhetorics of myth in world of warcraft. Games Cult. 1(4), 383–396 (2006)
Krzywinska, T.: Arachne v. Minerva: the spinning out of long narrative in buffy the vampire slayer and world of warcraft. In: Third Person. MIT Press (2008)
Larsen, B.A., Bruni, L.E., Schoenau-Fog, H.: The story we cannot see: on how a retelling relates to its afterstory. In: Cardona-Rivera, R.E., Sullivan, A., Young, R.M. (eds.) ICIDS 2019. LNCS, vol. 11869, pp. 190–203. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-33894-7_21
Larsen, B.A., Bruni, L.E., Schoenau-Fog, H.: The story we cannot see: on how a retelling relates to its afterstory. In: Cardona-Rivera, R.E., Sullivan, A., Young, R.M. (eds.) ICIDS 2019. LNCS, vol. 11869, pp. 190–203. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-33894-7_21
Larsen, B.A., Carstensdottir, E.: Wrestling with destiny: storytelling in perennial games. In: Mitchell, A., Vosmeer, M. (eds.) ICIDS 2021. LNCS, vol. 13138, pp. 236–254. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-92300-6_22
Lévi-Strauss, C.: The structural study of myth. J. Am. Folklore 68(270), 428–444 (1955)
Lévi-Strauss, C.: Structuralism and myth. Kenyon Rev. 3(2), 64–88 (1981)
Lieto, A., Damiano, R.: Building narrative connections among media objects in cultural heritage repositories. In: Koenitz, H., Sezen, T.I., Ferri, G., Haahr, M., Sezen, D., Catak, G. (eds.) ICIDS 2013. LNCS, vol. 8230, pp. 257–260. Springer, Cham (2013). https://doi.org/10.1007/978-3-319-02756-2_33
Lohmann, B.: Storytelling in Massively Multiplayer Online Games. Master’s thesis, IT University of Copenhagen (2008)
Louchart, S., Aylett, R.: Narrative theory and emergent interactive narrative. Int. J. Contin. Eng. Educ. Life Long Learn. 14(6), 506–518 (2004)
Louchart, S., Swartjes, I., Kriegel, M., Aylett, R.: Purposeful authoring for emergent narrative. In: Spierling, U., Szilas, N. (eds.) ICIDS 2008. LNCS, vol. 5334, pp. 273–284. Springer, Heidelberg (2008). https://doi.org/10.1007/978-3-540-89454-4_35
Malinowski, B.: Magic, science and religion and other essays. Read Books Limited (1954)
Manning, C.: I am all love blaseball (and you can too). Personal blog on Cat Manning’s website, a prominent Blaseball community member. I Am All Love Blaseball (And You Can Too) (2020)
McSpazz: an overly long post talking about lore, canon, and headcanon (tm). Forum post on the City of Heroes: Homecoming forums. Presented as a guide for how to talk about canon and lore (2022). https://forums.homecomingservers.com/topic/34598-an-overly-long-post-talking-about-lore-canon-and-headcanon-tm/
Mojang: minecraft (2011)
Morton, L.: The story of herobrine, minecraft’s decade-old creepypasta mystery. PC Gamer Article (2021). https://www.pcgamer.com/minecraft-herobrine-story-creepypasta-explained/ Accessed 16 Oct 2022
Murray, J.H.: Why paris needs hector and lancelot needs mordred: using traditional narrative roles and functions for dramatic compression in interactive narrative. In: Si, M., Thue, D., André, E., Lester, J.C., Tanenbaum, T.J., Zammitto, V. (eds.) ICIDS 2011. LNCS, vol. 7069, pp. 13–24. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-25289-1_2
Murray, J.H.: Hamlet on the holodeck: the future of narrative in cyberspace. Simon and Schuster (1997)
Murray, S.: The witch queen is roasting players in destiny 2 twitter takeover. Article on thegamer.com (2022). https://www.thegamer.com/the-witch-queen-savathun-roasting-destiny-2-twitter/. Accessed 16 July 2022
Nitsche, M.: Video game spaces. Image, Play, and Structure in 3D Worlds. Massachussets: MIT Press (2008)
Noclip: final fantasy xiv documentary part #3 - "the new world" (2017), https://www.youtube.com/watch?v=ONT6fxiu9cw. Quote in question is at 16:15, spoken by Michael Christopher Koji Fox
Pilkin, W.: The story of how flip resets evolved... YouTube Video, showcasing the history of the Flip Reset, by a Rocket League community member (2022). https://www.youtube.com/watch?v=0Q6fLpd4NUc &ab_channel=WaytonPilkin. Accessed 17 July 2022
Psyonix: rocket league (2015)
Radde-Antweiler, K., Waltmathe, M., Zeiler, X.: Video gaming, let’s plays, and religion: The relevance of researching gamevironments. gamevironments (2014)
Rimington, E., Blount, T.: Lore v. Representation: narrative communication of power with regard to gender in league of legends. In: CEUR Workshop Proceedings, vol. 1628, pp. 1–5 (2016)
Riot Games: league of legends (2009)
Rousseau, S.: World of warcraft recreates one of its biggest events, including broken servers (2020). https://www.vice.com/en/article/ep4wqj/world-of-warcraft-recreates-one-of-its-biggest-events-including-broken-servers. Accessed 17 Jan 2021
Rusch, D.C.: 21st century soul guides: Leveraging myth and ritual for game design. Transgression, and Controversy in Play, University of Bergen, Norway, DiGRA Nordic Subversion (2018)
Ryan, J.: Curating Simulated Storyworlds. Ph.D. thesis, UC Santa Cruz (2018)
Ryan, M.L.: Beyond myth and metaphor: narrative in digital media. Poetics Today 23(4), 581–609 (2002)
Ryan, M.L.: Avatars of Story. University of Minnesota Press, 111 Third Avenue South, Suite 290, Minneapolis (2006)
Saler, M.: As if: Modern enchantment and the literary prehistory of virtual reality. Oxford University Press (2012)
Schaap, J., Aupers, S.: Gods in world of warcraft exist: religious reflexivity and the quest for meaning in online computer games. New Media Soc. 19(11), 1744–1760 (2017)
Schreier, J.: The makers of ’leeroy jenkins’ didn’t think anyone would believe it was real. Kotaku article describing the meme. https://kotaku.com/the-makers-of-leeroy-jenkins-didnt-think-anyone-would-b-1821570730 Acessed 5th of June 2022. Upload of the original video can be seen at https://www.youtube.com/watch?v=mLyOj_QD4a4 (2017)
Segal, R.A.: Myth: a very short introduction. OUP Oxford (2004)
Sicart, M.: Play matters. Playful Thinking, MIT Press (2014). https://books.google.com/books?id=ys06BAAAQBAJ
Statt, N.: Fortnite is now one of the biggest games ever with 350 million players. The Verge (2020). https://www.theverge.com/2020/5/6/21249497/fortnite-350-million-registered-players-hours-played-april Accessed on the 21th of January 2021
Swartjes, I.M.T.: Whose story is it anyway? How improv informs agency and authorship of emergent narrative. Ph.D. thesis, University of Twente, The Netherlands (2010)
Szilas, N., Estupiñán, S., Richle, U.: Qualifying and quantifying interestingness in dramatic situations. In: Nack, F., Gordon, A.S. (eds.) ICIDS 2016. LNCS, vol. 10045, pp. 336–347. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-48279-8_30
The Game Band: blaseball. https://www.blaseball.com/ (2020)
theatakhan: A detailed theory on minecraft’s lore. Reddit post by user “theatakhan" (2016). https://www.reddit.com/r/GameTheorists/comments/4uxh18/a_detailed_theory_on_minecrafts_lore/. Accessed 7 Jun 2022
Thue, D., Bulitko, V., Spetch, M., Webb, M.: Exaggerated claims for interactive stories. In: Iurgel, I.A., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 179–184. Springer, Heidelberg (2009). https://doi.org/10.1007/978-3-642-10643-9_23
Valle, C.G.D.: Destiny 2 twitter, facebook taken over by villain caiatl; zavala storyline cutscene leaked [video]. Techtimes article https://www.techtimes.com/articles/257864/20210309/destiny-2-twitter-facebook-taken-over-villain-caiatl-zavala-storyline.htm Article has images of tweets in question with corresponding avatar icon and name (the acconut has since been rebranded back to “Destiny 2" https://twitter.com/DestinyTheGame. Also see Reddit thread from the time https://www.reddit.com/r/DestinyTheGame/comments/m0kggb/destinythegames_twitter_profile_has_changed_his/ and community conversation about it at https://twitter.com/MyNameIsByf/status/1369991874539311104 (2021)
Valve: Counter-strike: global offensive (2012)
Wallin, M.R.: Myths, monsters and markets: ethos, identification, and the video game adaptations of the lord of the rings. Game Stud. 7(1) (2007)
Walsh, R.: Emergent narrative in interactive media. Narrative 19(1), 72–85 (2011)
de Wildt, L., Aupers, S.: Creeds, souls & worlds of worship: Players’ appropriations of religious worldviews through game forums. In: 1st International Joint Conference of DiGRA and FDG. Citeseer (2016)
Ziebart, A.: Wow archivist: the gates of ahn’qiraj (2011). https://www.engadget.com/2011-04-19-wow-archivist-the-gates-of-ahnqiraj.html. Accessed 17 Jan 2021
Žižek, S.: Welcome to the desert of the real! Verso (2002)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Larsen, B.A., Carstensdottir, E. (2022). Myth, Diegesis and Storytelling in Perennial Games. In: Vosmeer, M., Holloway-Attaway, L. (eds) Interactive Storytelling. ICIDS 2022. Lecture Notes in Computer Science, vol 13762. Springer, Cham. https://doi.org/10.1007/978-3-031-22298-6_41
Download citation
DOI: https://doi.org/10.1007/978-3-031-22298-6_41
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-22297-9
Online ISBN: 978-3-031-22298-6
eBook Packages: Computer ScienceComputer Science (R0)