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Emergent Stories in Massively Multiplayer Online Games: Using Improvisational Techniques to Design for Emotional Impact

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Entertainment Computing – ICEC 2004 (ICEC 2004)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3166))

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Abstract

In this poster, we discuss the application of Theatrical Improvisational Techniques to address game design challenges of Massively Multiplayer Online Games (MMOGs), and we suggest how applying these techniques can create structure for emergent storytelling. We propose a common improv structure, CROW (Character, Relationship, Objective, Where), as a framework for designing MMOGs with compelling emergent stories.

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References

  1. Johnstone, K.: Impro for Storytellers. Routledge/Theatre Arts Books, NY (1994)

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  2. Seger, L.: Creating Unforgettable Characters. Henry Holt & Company, NY (1990)

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  3. Smith, H.: The Future of Game Design: Moving Beyond Deus Ex and Other Dated Paradigms. IGDA. October 2001(September 2003), available at http://www.igda.org/articles/hsmith_future.php

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© 2004 IFIP International Federation for Information Processing

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Harger, B., Jimison, D., Myers, E., Smith, B., Tellerman, S. (2004). Emergent Stories in Massively Multiplayer Online Games: Using Improvisational Techniques to Design for Emotional Impact. In: Rauterberg, M. (eds) Entertainment Computing – ICEC 2004. ICEC 2004. Lecture Notes in Computer Science, vol 3166. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-28643-1_46

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  • DOI: https://doi.org/10.1007/978-3-540-28643-1_46

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22947-6

  • Online ISBN: 978-3-540-28643-1

  • eBook Packages: Springer Book Archive

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