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  1. The materialities of close reading: 1942, 2009

    Today, we not only see video games and online role-playing games interpreted, in print-based scholarly journals, by way of classical literary and narrative theory (to the dismay of the radical ludologist), but we also see the inverse: classical novels interpreted by way of role-playing games staged in computerized, simulated environments (as in Jerome McGann's IVANHOE Game). The use of classical theory for the study of contemporary video games and video games for the study of classical literature, however, does not necessarily mean that we now inhabit a mixed up muddled up shook up literary-critical world. In fact, these examples might mark opposite sides of a continuum of critical practice, and underscore the logic of analyzing a text in a given medium with the tools of a different – and complementary – medium.

    Audun Andreassen - 20.03.2013 - 09:54

  2. Stories of Stigma and Acceptance

    People categorize each other in many avenues of our lives; these categories also play out in our
    fictions and games. For example, within role-playing games (RPGs), racial categorization is
    often used to trigger reactions when conversing with non-player characters (NPCs). However, in
    most such narratives, category membership is determined in a simplistic fashion in which
    members are slotted into boxes with no possibility for identities moving between the center or
    the margins social groups. These deficiencies are particularly visible when trying to create
    expressive stories that can evoke nuanced phenomena such as social stigma. This paper
    presents our steps toward enabling interactive narratives more aligned with the social critiques
    by writers such as Octavia Butler or Samuel R. Delany than the uncritical play of identity in
    many mainstream computer role-playing games.
    We implemented the Chimeria1 platform to model social categorization phenomena including
    the movement of members within and across social categories [1]. By implementing a system

    Marius Ulvund - 17.02.2015 - 15:46

  3. Patched In: A Conversation with Anne-Marie Schleiner about Computer Gaming Culture

    An essay by Tara McPherson (and a conversation with Anne-Marie Schleiner) concerning patch mutations, opensorcery, and other explainable gaming offshoots.

    (Source: EBR)

    Filip Falk - 15.12.2017 - 16:50

  4. Narrative Structure and Creative Tension in Call of Cthulhu

    Kenneth Hite argues that the long-running, H.P. Lovecraft-inspired Call of Cthulhu franchise differs from traditional tabletop role-playing in its focus on suspense rather than character growth. Hite's analysis suggests that in its origins and emphasis on narrative structure Cthulhu is a highly literary game.

    The source is the essay-review on www.electronicbookreview.com written by Kenneth Hite.

    Kristina Igliukaite - 11.05.2020 - 22:08

  5. On "The Haunted House"

    Keith Herber discusses how in his "Haunted House" scenario for Call of Cthulhu, characters are driven insane by their attempt to unravel the game's mysteries. Herber's explanation distinguishes his work from many other role-playing games in which the goal is to develop characters and acquire power and/or wealth. In contrast, characters in Herber's scenario are rewarded with mental instability.

    The source is the essay-review on www.electronicbookreview.com written by Keith Herber.

    Kristina Igliukaite - 11.05.2020 - 22:10

  6. On Character Creation Everway

    Jonathan Tweet explains how, unlike highly narratively structured games such as The Call of Cthulhu, the free-form, character-focused Everway includes a matrix that allows for the creation of coherent characters and productively constrains the otherwise open-ended game-play.

    The source is the essay-review on www.electronicbookreview.com written by Jonathan Tweet.

    Kristina Igliukaite - 11.05.2020 - 22:24

  7. Making Games That Makes Stories

    James Wallis uses genre as the fulcrum for balancing game rules and narrative structure in story-telling games, which he differentiates from RPGs through their emphasis on the creation of narrative over character development.

    The source is the essay-review on www.electronicbookreview.com written by James Wallis.

    Kristina Igliukaite - 11.05.2020 - 22:57