Player Attitudes to Avatar Development in Digital Games: an Exploratory Study of Single-Player Role-Playing Games and Other Genres

Total Page:16

File Type:pdf, Size:1020Kb

Player Attitudes to Avatar Development in Digital Games: an Exploratory Study of Single-Player Role-Playing Games and Other Genres This item was submitted to Loughborough University as a PhD thesis by the author and is made available in the Institutional Repository (https://dspace.lboro.ac.uk/) under the following Creative Commons Licence conditions. For the full text of this licence, please go to: http://creativecommons.org/licenses/by-nc-nd/2.5/ Player Attitudes to Avatar Development in Digital Games: An Exploratory Study of Single-Player Role-Playing Games and other Genres By Richard D. Gough Supervisors: James Dearnley Adrienne Muir A Doctoral Thesis Submitted in partial fulfillment of the requirements for the award of Doctor of Philosophy of Loughborough University April 2013 ©Richard D. Gough 2013 Certificate of Originality Thesis Access Conditions and Deposit Agreement Students should consult the guidance notes on the electronic thesis deposit and the access conditions in the University’s Code of Practice on Research Degree Programmes Author………...………………………………………………………………………………………………..… …. Title………………………………………………………………………………………………………………… ….. I [Richard D. Gough, 66 Britannia Drive, Stretton, Burton-on-Trent, DE13 0FB], “the Depositor”, would like to deposit [Player Attitudes to Avatar Development in Digital Games: An Exploratory Study of Single-Player Role- Playing Games and other Genres], hereafter referred to as the “Work”, once it has successfully been examined in Loughborough University Institutional Repository Status of access OPEN / RESTRICTED / CONFIDENTIAL Moratorium Period…………………………………years, ending…………../…………20………………………. Status of access approved by (CAPITALS):…………………………………………………………………… Supervisor (Signature)………………………………………………...…………………………………... School of……………………………………………………………………...………………………………… Author's Declaration I confirm the following : CERTIFICATE OF ORIGINALITY This is to certify that I am responsible for the work submitted in this thesis, that the original work is my own except as specified in acknowledgements or in footnotes, and that neither the thesis nor the original work therein has been submitted to this or any other institution for a degree NON-EXCLUSIVE RIGHTS The licence rights granted to Loughborough University Institutional Repository through this agreement are entirely non-exclusive and royalty free. I am free to publish the Work in its present version or future versions elsewhere. I agree that Loughborough University Institutional Repository administrators or any third party with whom Loughborough University Institutional Repository has an agreement to do so may, without changing content, convert the Work to any medium or format for the purpose of future preservation and accessibility. DEPOSIT IN LOUGHBOROUGH UNIVERSITY INSTITUTIONAL REPOSITORY I understand that open access work deposited in Loughborough University Institutional Repository will be accessible to a wide variety of people and institutions - including automated agents - via the World Wide Web. An electronic copy of my thesis may also be included in the British Library Electronic Theses On-line System (EThOS). I understand that once the Work is deposited, a citation to the Work will always remain visible. Removal of the Work can be made after discussion with Loughborough University Institutional Repository, who shall make best efforts to ensure removal of the Work from any third party with whom Loughborough University Institutional Repository has an agreement. Restricted or Confidential access material will not be available on the World Wide Web until the moratorium period has expired. i - That I am the author of the Work and have the authority to make this agreement and to hereby give Loughborough University Institutional Repository administrators the right to make available the Work in the way described above. - That I have exercised reasonable care to ensure that the Work is original, and does not to the best of my knowledge break any UK law or infringe any third party’s copyright or other Intellectual Property Right. I have read the University’s guidance on third party copyright material in theses. - The administrators of Loughborough University Institutional Repository do not hold any obligation to take legal action on behalf of the Depositor, or other rights holders, in the event of breach of Intellectual Property Rights, or any other right, in the material deposited. The statement below shall apply to ALL copies: This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. Restricted/confidential work: All access and any copying shall be strictly subject to written permission from the University Dean of School and any external sponsor, if any. Author's signature……………………………………..Date…………………………………...…………...…… user’s declaration: for signature during any Moratorium period (Not Open work): I undertake to uphold the above conditions: Date Name (CAPITALS) Signature Address ii Abstract Digital games incorporate systems that allow players to customise and develop their controllable in-game representative (avatar) over the course of a game. Avatar customisation systems represent a point at which the goals and values of players interface with the intentions of the game developer forming a dynamic and complex relationship between system and user. With the proliferation of customisable avatars through digital games and the ongoing monetisation of customisation options through digital content delivery platforms it is important to understand the relationship between player and avatar in order to provide a better user experience and to develop an understanding of the cultural impact of the avatar. Previous research on avatar customisation has focused on the users of virtual worlds and massively multiplayer games, leaving single-player avatar experiences. These past studies have also typically focused on one particular aspect of avatar customisation and those that have looked at all factors involved in avatar customisation have done so with a very small sample. This research has aimed to address this gap in the literature by focusing primarily on avatar customisation features in single-player games, aiming to investigate the relationship between player and customisation systems from the perspective of the players of digital games. To fulfill the research aims and objectives, the qualitative approach of interpretative phenomenological analysis was adopted. Thirty participants were recruited using snowball and purposive sampling (the criteria being that participants had played games featuring customisable avatars) and accounts of their experiences were gathered through semi- structured interviews. Through this research, strategies of avatar customisation were explored in order to demonstrate how people use such systems. The shortcomings in game mechanics and user interfaces were highlighted so that future games can improve the avatar customisation experience. Keywords: avatar customisation / player character / computer game / video game/ digital game/ single-player games / role-playing games / interpretative phenomenological analysis / player experience iii Acknowledgements I am most grateful to my supervisors, Dr. James Dearnley and Dr. Adrienne Muir, for introducing me to the field and spurring me through the PhD process with their constant advice and encouragement. This research would not have been possible without the studentship provided by the Department of Information Science, nor would it have been possible without the participants who were so willing to volunteer their time and share their interesting views. I want to thank all of the department staff and academics that have kindly assisted me throughout my years at Loughborough University. Many thanks to my parents for their steadfast support throughout my education and to my friends and the Department of Information Science PhD students for their fellowship. Special thanks go to my partner, Dace, who has been an endless source of encouragement and patience. iv Abbreviations and Acronyms CAQDAS Computer-assisted qualitative data analysis software CoH City of Heroes CPU Central processing unit DA: O Dragon Age: Origins DLC Downloadable Content DM Dungeon Master D&D Dungeons and Dragons IPA Interpretive Phenomenological Analysis ME Mass Effect ME2 Mass Effect 2 MMO Massively Multiplayer Online MMORPG Massively Multiplayer Online Role-Playing Game NPC Non-player character PC Personal Computer PS PlayStation PVP Player versus Player RPG Role-Playing Game RTS Real-Time Strategy SL Second Life V.A.T.S Vault-Tec Assisted Targeting System WoW World of Warcraft v Contents Abstract ...................................................................................................................................... iii Acknowledgements ................................................................................................................... iv Abbreviations and Acronyms ...................................................................................................... v Chapter 1: Introduction .............................................................................................................. 1 1.1 Background .................................................................................................................. 1 1.2 A brief history of open avatars in computer games .................................................... 2 1.3 The industry and the avatar ......................................................................................... 3 1.4 Research problem .......................................................................................................
Recommended publications
  • Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
    Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players.
    [Show full text]
  • Online Media Business Models: Lessons from the Video Game Sector
    Komorowski, M and Delaere, S. (2016). Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture, 11(1), 103–123, DOI: http://dx.doi. org/10.16997/wpcc.220 RESEARCH ARTICLE Online Media Business Models: Lessons from the Video Game Sector Marlen Komorowski and Simon Delaere imec-SMIT, Vrije Universiteit, Brussels, BE Corresponding author: Marlen Komorowski ([email protected]) Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base. Key words: Media industry; business model; process; disruption; video game sector Introduction Today’s media industry is characterized by disruptive transformations shaped by digitization. Digitization is not only generating new business opportunities but threatens traditional commercialization strategies and is proving highly unpredictable with regards to future market development.
    [Show full text]
  • Multiprocessing Contents
    Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References .............................................
    [Show full text]
  • United States District Court District of Massachusetts Boston Division
    Case 1:10-cv-10216-NMG Document 41 Filed 11/12/10 Page 1 of 13 UNITED STATES DISTRICT COURT DISTRICT OF MASSACHUSETTS BOSTON DIVISION JAGEX LIMITED, ) ) Case No. 1:10-cv-10216 PLAINTIFF, ) ) v. ) ) IMPULSE SOFTWARE, ) ERIC SNELLMAN, and ) MARK SNELLMAN ) ) DEFENDANTS. ) ____________________________________) DEFENDANTS AMENDED ANSWER, AFFIRMATIVE DEFENSES AND COUNTERCLAIM Defendants, IMPULSE SOFTWARE, ERIC SNELLMAN and MARK SNELLMAN (“Defendants”) by and through their undersigned attorneys hereby file their Amended Answer, Affirmative Defenses and Counterclaim to Plaintiff, JAGEX LIMITED’s (“Plaintiff” or “Jagex”) Complaint and state: NATURE OF THIS ACTION 1. Admitted that Jagex is seeking injunctive relief, damages and other related equitable relief for the alleged violations described in its Complaint, but denied that Jagex is entitled to such relief. THE PLAINTIFF AND THE RUNESCAPE® GAME 2. Without knowledge and therefore denied. 3. Without knowledge and therefore denied. Case 1:10-cv-10216-NMG Document 41 Filed 11/12/10 Page 2 of 13 4. Admitted that Jagex operates the website www.runescape.com, and that RuneScape® is a massive multiplayer online game (“MMOG”) that takes place in a fantasy- themed realm divided into several different kingdoms, regions and cities. Without knowledge as to the remaining allegations in this paragraph and therefore denied. 5. Without knowledge and therefore denied. 6. Admitted that Jagex offers both subscription and free-to-play versions of RuneScape®. Without knowledge as to the remaining allegations in this paragraph and therefore denied. 7. Admitted that game players on RuneScape® can customize their own avatar and battle demons and dragons, complete quests, or increase their experience in the skills.
    [Show full text]
  • [Thesis Title Goes Here]
    REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study.
    [Show full text]
  • Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
    North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports.
    [Show full text]
  • That Old School Feeling Processes of Mythmaking in Old School Runescape
    That Old School Feeling Processes of Mythmaking in Old School RuneScape World of Warcraft Classic (Blizzard Entertainment, 2019) drew a great deal of attention when it was released. After years of hostility towards unsanctioned private servers hosting ‘vanilla’ WoW (Blizzard Entertainment, 2004)—the base game without any of its eight expansions—Blizzard decided to release their own, official pre-Burning Crusade (2007) version to much press attention and fanfare. But one similar endeavour with continued success is Old School RuneScape (OSRS) (Jagex, 2013b), the surprising longevity of which can perhaps be credited with giving Blizzard a precedent. With both OSRS and now WoW Classic, a key question lay under debates on their design philosophies: how much, and in what way, should it be updated? OSRS chose a ‘parallel universe’ strategy: simply developing and updating the game as normal, but from its earlier starting point. Over six years after its release in late 2013, OSRS is now unrecognisable from the ‘main’ game, RuneScape 3 (Jagex, 2013a), from its starting point of a 2007 backup of RuneScape 2 (Jagex, 2004), and from the OSRS of 2013. In addition to reintroducing some of the RuneScape content that was added after the 2007 backup— such as the God Wars Dungeon and the Grand Exchange—old questlines have been continued, new ones started, new enemies and bosses added, and even a new continent. Notably, the development process of OSRS runs on polling: each change or addition is polled to members, requiring a supermajority of 75% ‘yes’ votes for inclusion (e.g., Jagex, 2019). Far from being a quick nostalgia-hit with some nice publicity, OSRS now boasts between double and triple the membership of RuneScape 3 (Misplaced Items, n.d.).
    [Show full text]
  • Runescape: a New Era Under IVP
    RuneScape: A New Era Under IVP Recent changes to Jagex ownership, the company that manages the popular online MMO, RuneScape, have allowed for the game to progress rapidly and maintain its leading position in the industry. From its humble beginnings as a “graphical MUD” with a mixture of poorly rendered 2D and 3D sprites, to Guinness Book of World Records fame, Runescape has been one game worth following. Developed and coded by Andrew, Ian and Paul Gower in 1999 and released in January 2001, it has met with repeated success. Andrew, who had been coding since he was just 7 years old was the main force behind RuneScape’s conception. The game is managed by Jagex, the UK’s leading private online game developer, which was formed in late 2001 by the Gower brothers and their friend Constant Tedder. Just recently, ownership of Jagex was handed over to American venture capital firm Insight Venture Partners (IVP). This change has generated much speculation about the future of RuneScape as a game and community, and also as a business. What led up to the big decision? In what direction does IVP intend to take RuneScape and how will this affect the game’s popularity? Why IVP? Robert Edwards, a freelance journalist who contributes to the popular online gaming magazine PCGamer, sees the change in Jagex ownership as an aid to RuneScape’s continuing growth and popularity. “IVP has consistently demonstrated a very strong interest in software and online companies with a list of investments which include tech giants Tumblr and Twitter,” he said, “The sale of Andrew Gower’s shares [valued at €75 million] to IVP last year effectively turned over control of the company to IVP who now has a 55% stake in Jagex.” For the first time Jagex control shifted out of the U.K.
    [Show full text]
  • Virtual Property from the Perspective of the Brazilian and Dutch Legal Frameworks
    Virtual property from the perspective of the Brazilian and Dutch legal frameworks Master’s thesis June 2012 Tilburg University Law School Tilburg Institute for Law, Technology, and Society (TILT) Master Law & Technology Author: Bernardo Barcelos Administration number: 514016 Supervisor: prof. dr. E.J. Koops Second reader: mr.ir. M.H.M. Schellekens Table of Contents 1. INTRODUCTION ............................................................................................................ 02 1.1 Aim of this thesis .....................................................................................................03 1.2 Methodology . ……………………………………………………………………………………………………… 03 1.3 Research Questions .............................................................................................. 04 2. SOCIAL VIRTUAL WORLDS AND ONLINE GAMES: OVERVIEW ............ 06 2.1 Concepts and features of virtual worlds ........................................................... 07 2.2 The relation between the “Magic Circle” and the “real world ..................... 12 2.3 Remarks .................................................................................................................... 15 3. END-USER LICENSE AGREEMENT (EULA), TERMS OF SERVICE AND USERS: A DIFFICULT RELATIONSHIP ............................................................... 18 3.1 End-user License Agreement (EULA): Definition and characteristics .... 18 3.2 Consequences of the contract termination and ways for the settlement of disputes .......................................................................................................................
    [Show full text]
  • Claus Is Rising Runescape
    Claus Is Rising Runescape Kraig never coups any conjunctivas forwards eloquently, is Vance revealing and murrey enough? Vilhelm decamp her ridotto ventrally, she tube it plaguy. Wright whip-tailed skimpily if imbricated Seymour turpentines or enlighten. Register event proved too cute to the quest refer to runescape is rising This thread is my friends on sale, quests to runescape is a new account is indeed an odd local werewolf in runescape gielinor shirt make it might not the same title. Yeah jam fury: the hand side of frost and is rising people have written several things attached to know who? The past the correct option you will run away from claus is rising runescape: guide them up on friday on where did do you. Hints of the screens shown on the cellar, nfl quarterback tim tebow, now is that the dark is missing out gets ambushed by claus is rising runescape. Char was a happy to claus is rising runescape. Stick It To cloth Man! The rising sun, george van statistieken en ook niet max gentlemen sexy business more festive paper for claus is rising runescape quest. And claus the rising from the. Flies very small, but mean time if only knocked out too many angled ones who wants to claus is rising runescape. Has weird mummy issues including press secretary of the effect is rs when it, dexter and claus is rising runescape: rs these cookies are the film version, and trailers hand. Philipe the carnillean mansion and claus is rising runescape: guide him into film. Unlocked all our content has read the rising people mistakenly believe this process is married to claus is rising runescape was fun, baleog the game? How to claus which ends with gods from claus is rising runescape was just keep warm in.
    [Show full text]
  • Download Case Study
    CASE STUDY JAGEX Beating Fraud While Boosting Sales Is No Game for Jagex SITUATION time and programming resources that we wanted to devote to our For more than a decade, Jagex games.” Dave became convinced has been a leading online game they needed help from outside developer with a global reputation fraud prevention experts. “We for creating hugely popular, free- realized our internal system was to-play games. The company has not the long-term solution. Our developed and self-published rejection rate was too high and online titles, including RuneScape, implementing changes to respond the Guinness World Record-holding to new attacks was too awkward.” “Most Popular Free Multi-player Online Game.” With over 480 SOLUTION Kount offered staff, Jagex currently stands as Dave began with a Google search, us something other the largest independent games and came up with a substantial list developer and publisher in the UK. of candidates. After interviewing companies couldn’t: In 2009, the company started multiple local companies and the ability to write our using an internally-developed viewing demos from five finalists, fraud prevention solution. But Jagex chose Kount. “One of the own custom rules that fast-changing fraud tactics, high deciding factors was how easy apply to our unique rejection rates, and increasing Kount makes it to rapidly write and competition for in-house implement custom rules to defeat situation. I didn’t have development resources caused new fraud tactics.” Dave Parrott, Fraud Manager at to buy someone else’s “Integration took about 2 weeks,” Jagex, to seek a solution that would recalls Dave.
    [Show full text]
  • Mall För Examensarbete
    nrik v He d a apa l sk Ma “WHAT IS YOUR DPS, HERO?” Ludonarrative dissonance and player perception of story and mechanics in MMORPGs. Master Degree Project in Informatics One year Level 30 ECTS Spring term 2016 Athanasios Karavatos Supervisor: Björn Berg Marklund Examiner: Mikael Johannesson 1 Abstract This thesis studies the MMORPGs and the ludonarrative dissonance that exist in the complexity of their design. Given the massive multiplayer nature of these games, players of different ambitions and gameplay preference need to coexist, which is a massive challenge for both the players themselves and the designers of these worlds. The balance of these two major aspects of the game, what affects the players and this tension, is the focal point of this thesis. By conducting a survey through various MMORPG player bases, this thesis concludes that this tension is not only a balance between narrative and mechanics but of other aspect as well. These aspects, intertextuality and community, this thesis argues, are the extra aspects that are tight connected with the balancing of narrative and mechanics in a MMORPG and the creation of these complex games and world. All these aspects are affected by the design decisions and affecting of how the players perceive the game world. Keywords: MMORPG, Narrative, Ludonarrative Dissonance, Design. 2 Table of Contents 1 Introduction ........................................................................................................ 1 2 Background .......................................................................................................
    [Show full text]