This thesis explores storytelling in Massively Multiplayer Online Games by focusing on the inherent factors that constrain the player’s ability to make meaningful choices and experience the consequence of those choices. The approach to the subject is the construction of a storytelling model that identifies the central elements constraining the possible scope for player instigated story-based consequences in MMOGs. The model divides the constraining elements into three sub-categories: technology, gameplay and story content. The theoretical foundation of the analytical model is based on a literature study of narrative game theory. Finally, the thesis tests the validity of the storytelling model by applying it to a major new MMOG, Age of Conan: Hyborian Adventures. The case study shows that there is considerable leeway for improving the storytelling experience through creative use of instancing technology and personalization of the player experience.
The Rules of Engagement
Playing With History