Article Stay Your Blade Connie Veugen Faculty of Humanities, Vrije Universiteit Amsterdam, De Boelelaan 1105, 1081 HV Amsterdam, The Netherlands;
[email protected] Received: 14 June 2018; Accepted: 28 June 2018; Published: 3 July 2018 Abstract: In their article ‘Transmedial worlds: Rethinking cyberworld design’, Klastrup and Tosca show that the core elements of a Transmedial World are: Mythos, the lore of the world, the central knowledge necessary to interpret and successfully interact with events in the world; Topos, the setting and detailed geography of the world; and Ethos, the explicit and implicit ethics and (moral) codex of behaviour. Though other terms are used, in essence similar distinctions are made in game worlds and storyworlds. In this article, I will first discuss the game world and the storyworld and show that the storyworld in games is different from that in non-interactive narrative media. I then focus on the Mythos and Ethos elements in the world of the Assassin’s Creed series as both govern the moral choices in the series and, by doing so, subtly direct the behaviour of the player. Keywords: transmediality; transmedia storytelling; game worlds; storyworlds; transmedial worlds; Mythos; Ethos; Assassin’s Creed 1. Introduction In 2003, Henry Jenkins wrote “A good character can sustain multiple narratives and thus lead to a successful movie franchise. A good ‘world’ can sustain multiple characters (and their stories) and thus successfully launch a transmedia franchise” (Jenkins 2003, §13). Jenkins’ observation was made in the context of convergence culture and transmedia storytelling. However, storyworlds are also an important part of games, especially MMORPG’s (Massively Multiplayer Online Role-Playing Games), such as World of Warcraft.