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Ghost Worlds – Time and Consequence in MMORPGs
[chapter]
2006
Lecture Notes in Computer Science
MMORPGs are an increasingly popular form of entertainment, yet are limited in their ability to tell stories when compared to other media. This paper analyses some of the underlying reasons for this inability, using techniques form narrative analysis. One of the basic problems identified is that the design of MMORPGs inhibits the use of techniques used in other media to create engaging stories by manipulating the presentation of time. The other issue identified is the problems MMORPGs experience
doi:10.1007/11944577_30
fatcat:3gl3can2m5dlfjtv56fumat6ki