2006
DOI: 10.1007/11944577_27
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Plot Clusters – Intertwined and Re-playable Storyline Components in a Multiplayer RPG

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Cited by 2 publications
(4 citation statements)
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“…The challenge with multiplayer differentiability in authored narrative is presenting different perspectives on the narrative to different players. In systems using virtual environments, this is achieved with locations [3,10] or scenes [4,14]. A similar form of narrative separation can't be used here as all state is shared, providing no strict division of the narrative space.…”
Section: Multiplayer Model and Storymine Systemmentioning
confidence: 99%
See 1 more Smart Citation
“…The challenge with multiplayer differentiability in authored narrative is presenting different perspectives on the narrative to different players. In systems using virtual environments, this is achieved with locations [3,10] or scenes [4,14]. A similar form of narrative separation can't be used here as all state is shared, providing no strict division of the narrative space.…”
Section: Multiplayer Model and Storymine Systemmentioning
confidence: 99%
“…Manninen et al [10] present an emergent [9] approach to multiplayer storytelling where the story arises from social conflict between players. The system assigns a role, task, objective, threat and item of knowledge to each player.…”
Section: Introductionmentioning
confidence: 99%
“…Some of the guilds require a certain amount of playing hours or certain percentage of attendance in guild activities, such as meetings and raids." 143 If guild responsibilities are not lived up to, players may get kicked out. Due to the limited ingame tools (consisting of a guild-roster and guild-chat) to track these activities, wellorganized guilds use outside services to schedule quests and track participation, which can be important in deciding who gets certain items.…”
Section: World Of Warcraft's Reputation Systemmentioning
confidence: 99%
“…Manninen and Kujanpaa explain that, "Since the death of a game character often results in the loss of experience points and other virtual assets, the players generally feel the need to trust in each other." 145 As the theory predicts, more information about a player will lower risk aversion and make players comfortable questing together. Reputation, such as that gained by assigning DKP, helps overcome this problem by identifying players who are not "pulling their weight" and should therefore be kicked out of the guild.…”
Section: World Of Warcraft's Reputation Systemmentioning
confidence: 99%