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Please cite as: Jara, David and Evan Torner (2018). “Literary Studies and Role-
Playing Games.” In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game
Studies: Transmedia Foundations. New York: Routledge, 265-283.
Literary Studies is an academic discipline that involves the systematic study and
analysis of literature. But what is ‘literature’, and to what extent can role-playing
‘Literature’ refers to written language (from the Latin littera meaning ‘letter’).
Traditional notions of literature have been greatly informed by print media and
notions of textuality have expanded the scope of literary studies, it still focuses on
(2007), for example, states that the adjective ‘literary’ refers to the emotions,
meanings, and similar experiences stoked by words. Any RPG player will be
readily familiar with this: in tabletop RPGs (TRPGs), live-action role-play (larp),
or online freeform RPGs, spoken or written language is often the main substance
of gameplay.
Literary works are also often described as texts (from the latin textum, fabric or
web), that is, as systems of interconnected signs. Since all human action arguably
involves signification (Barthes 1957), ‘text’ has come to include verbal language
and languages of other media such as film, comics – or arcade games (Cornis-
Pope 2014). Any set of signs that can be interpreted or ‘read’ count as a
language. “These lives flee from us like gossip and gestures,” a line by the poet
extending the possible meanings of the words or signs that compose a text.
RPGs are edge cases for literariness and poeticity. The TRPG Unknown Armies
broken people conspiring to fix the world.” But it ends the section with a literary
statement interwoven with a practical instruction: “Without you, the world ticks
on as it always has. Your job is to create a character for whom that is intolerable.”
(Stolze & Tynes 2016, 5) This oscillation between instructive, descriptive, and
such as Diablo (1996) use the trope of scroll-shaped or book-framed text boxes to
afford players a readerly moment, before returning to the standard avatar view.
theorists challenged these distinctions of ‘high’ and ‘low’ culture, replacing them
with broad definitions of text that can all be fruitfully subjected to interpretation
(Knellwolf and Norris 2001). Thus, RPGs become literature when we choose to
(hermeneutics) and how they evoke these meanings (poetics). Analogously, past
RPG studies have chiefly adopted two major manifestations of Literary Studies:
textual analysis, concerned with the meaning and interpretation of RPGs, and
narratology, more interested in formally describing how RPGs and their stories
are constructed.
Early 20th century authors and scholars explored play and games in relation to
the notion of literature as a form of play is almost as old as literature itself (Sutrop
Iser 1980).
role-play, stating that “[e]very time we open the pages of another piece of writing,
“[T]here are two readers indistinguishable in every literary experience. First, there
is the “real” individual upon whose crossed knee rests the open volume […].
Second, there is the fictitious reader – I shall call him the ‘mock reader’ – whose
mask and costume the individual takes on in order to experience the language.
[...] A bad book, then, is a book in whose mock reader we discover a person we
refuse to become, a mask we refuse to put on, a role we will not play.” (Gibson
1950/1980, 1–5)
Gibson’s “real” and “mock” reader are closely related to Fine’s (2002) distinction
● cultural practices,
● voluntary activities,
Literary Play
Literature itself has constantly staged its own playful nature. Game-like contests
between poets featured prominently in early literature such as the Greek eclogues.
The Baroque pastoral genre was notorious for its self-referential focus on the
relationship between literature and reality, foregrounding the idea that art in
general was a form of play with meaning (Iser 1991). Authors of early gothic and
detective fiction from the 18th and 19th Centuries, on the other hand, consciously
reports – to enhance the emotional effect on the reader by making texts seem
realistic. As a result, the texts emphasized an understanding of fiction as a form of
Literature that requires more than a trivial effort from the reader to traverse the
text is called ergodic literature (Aarseth 1997). This is generally taken to mean
that the reader must actively make decisions in order to generate and/or read
the text. Early text-based multi-player online RPGs like MUD1 and TinyMUD
Although print media are often seen as non-interactive, early 20th century writers
were keenly interested in interactivity and the deconstruction and playful nature
of literature. Tzara’s “To Make a Dadaist Poem” (1920), for example, is a simple
set of instructions the reader can use to assemble her/his own work from random
additional chapters and instructions for the reader to reorganize the book, thus
based setting is a boon to roleplaying games […] because [it] fulfills that wish on
the part of the readers of a book, or the audiences of a movie, to take the story
beyond the ending the original writer provided” (Nephew 2004, 67). Saler (2012)
argues that the fan communities that developed around the public discussion of
fantasy, detective fiction and early science-fiction texts in magazines, clubs and
construction and interpretation of the worlds of these texts, this form of shared
inhabited “virtual” ones. Such fan communities evolved into those that would
produce Dungeons & Dragons and other RPGs (Peterson 2012). Seeing RPGs as
a form of literary-based fan culture, Punday also suggests that RPGs allow players
fan. In this regard, RPGs are exemplary artifacts of fan culture and reflect the
cultural work done by objects that achieve ‘‘cult’’ status.” (Punday 2005, 128)
RPGs reflect the importance of literature as a form of social practice and human
interaction. Not only do these games allow us to become involved in fictions but
Hyperfiction
known as ‘lexias’ connected with each other via links. Almost any webpage on
lacked fixed (‘linear’) plots or clear endings (‘closure’). Instead of turning pages,
thus creating their own textual trajectory or “path” through it. These features
Interactive fiction (IF) is a form of fiction that reacts to the input of a reader or
playing games.
The study of hyperfiction laid the foundations for studying other digital
apparent that these, too, were complex “ergodic” texts based on collaborative and
interactive narration and, as such, were unprecedented in the way in which they
destabilized “the notion of a cohesive, central creator of a work” (Nephew 2004,
166).
Analyzing RPGs
To apply textual analysis to RPGs, we need to define what the ‘text’ in question
authorial control and agency. Also, “it is not clear where to draw the line between
game and non-game, between ‘the game’ and its ‘surroundings.’” (Rockenberger
2014, 260)
adventure sets. CRPGs, on the other hand, often include accompanying booklets
with instructions for playing the game and information related to the game’s
setting or narrative premise. These texts, however, are not always necessary for
play: A D&D group could ignore a location in a scenario, a CRPG player could
not read the manual, etc. Furthermore, player interaction during gameplay is often
verbal, gestural, aural and can involve other media. Few of these textual elements,
however, are ever transcribed, existing only momentarily or ‘ephemerally’ within
the game session. And yet they are an essential part of the game. This is
especially notorious in the case of TRPGs and larp. MORPGs and CRPGs are
that they are “open ended” texts which can develop––often uninterruptedly and
“text”.
Scholars call this condition “emergent” because the way in which play (and,
predicted a priori. More importantly, many RPG’s aspects are only temporarily
Traditional media texts are described as linear because they typically present
Multi-linearity is when the same textual artifact can offer several different
Thus, delineating what RPG “text” one is discussing is important. Padol’s (1996)
definition of the TRPG text as “the session itself, transitory, existing only for the
duration of the session” marginalizes the rules and manuals. Yet including
“everything” without a specific focus threatens to muddle even the most well-
exactly that is being analysed” (Stenros 2004, 78). A narrower definition of which
RPG text is meant allows for a more capacious application of literary studies
techniques on the object itself: the meta-fiction in a rulebook, the dialog script
from a CRPG, the character database for a larp, the play report of an MMO guild,
etc.
RPGs create a fictional reality which is “embedded” in the real world. When
communicating within the fictional world of the game, the language we use
value”. But where does a text’s meaning come from? Is it defined by the author
or the reader/player? Is it external or intrinsic to the text itself? These are some of
the questions traditionally discussed by literary theory that are relevant for RPG
analysis.
Interpretation in RPGs
Playing an RPG involves many forms of interpretation. First, we “read” the signs
generate a mental image of the game world and to (inter)act coherently with and
within it. Second, we use language to communicate as characters within that same
game world. Third, we may relate the game to our knowledge of other texts
Kücklich 2006). The latter involves going beyond what we could call the ‘literal’
understanding of the game in order to make observations that relate to its
“deeper” meaning. But where does such a “deeper” meaning come from?
“encoded” into the text by the author. These forms of ‘historical criticism’ tended
to favor the idea that a “correct” interpretation could only be obtained by knowing
ascribed to a source beyond the text itself. Because they were built from basic
semantic units such as literary motifs and tropes, literary texts were ‘intrinsically’
meaningful. Thus, interpretation was less a question about what a text meant as to
reading” was developed that involves the detailed examination and formal
understand the “mechanics” behind literary works but has been criticized for
excluding relevant contextual information. For ‘Marxist’ criticism and the later
‘New Historicist’ approach, on the other hand, context was decisive in conferring
meaning to a text. Literature, they argued, was a product of its time and was to be
surrounding it. Yet another perspective was taken by the so-called ‘reader-
response’ theories. These emphasized the active participation of readers and
subjective, meaning was not random, but rather a “negotiation,” between the
manifest through Ian Bogost’s (2007) notion of “procedural rhetoric,” a term that
describes how videogame rules and mechanics are a form of encoded discourse
or ‘scripted’ texts (e.g. Jara 2013; Torner 2016). This can be useful to understand
done by a participant, and the special case of a reading done by the game master,
important to be aware of the fact that our particular experience of the game might
gameplay may also be a space for subversion and re-appropriation. For example,
contemplated by the designers as forming part of the game (e.g. Ensslin 2014).
The hermeneutic circle in interpretation theory describes the paradox that in order
to make sense of a text, we must already have a (pre-)understanding of it; one that
is influenced by information such as the title; genre; knowledge about its creator;
the hype about it in the newspaper, etc. Contexts and expectations allow us to
make sense of the elements that compose a text. Conversely, as we make sense of
it, our interpretation of the text as a whole changes, making us reassess our
ongoing process.
For RPG studies, the hermeneutic circle helps highlight the importance of playing
complicated, since most games do not allow re-play in the same sense that print
media allows re-reading. Every time we encounter a game, we may engage with it
differently, not only cognitively but also from a very practical perspective: we
the main task and “lose,” and so forth. Nevertheless, playing a game repeatedly
allows us to understand the text more deeply because we will be more aware of
the differences between one playing and another, and thus of how different,
Intertextuality refers to the way texts affect each other’s meaning. Typical
examples of intertextuality are texts that explicitly parody, imitate, or quote from
others. A text may also covertly allude to another, either in content or structure.
connections between texts. The fact that the author of a work might have not
is concerned with how texts affecting each other’s meaning. For example, the
MORPG The Secret World (2012) alludes to a number of locations and character
names from fiction horror authors H.P. Lovecraft (Kingsmouth) and Steven
King (Maine, The Overlook Motel) among others. By doing so, it taps into the
fictional and figurative imaginary of these authors, calling our attention to themes
interpretations of the game: e.g. The Secret World can be read as a reflection of
Elliot’s The Wasteland (1922), Milton’s Paradise Lost (1667) and Dante’s Divine
Comedy (1320). Thus, the text makes a claim as to its aesthetic and “literary”
Ilieva (2013), on the other hand, has demonstrated how intertexts and other
'literary codes' are sometimes used as clues to help players resolve in-game
communication in RPGs.
Paratextuality in RPGs
The worlds, events, and narratives of RPGs in all their forms do not occur in a
print media that “surround” the “main text”. Additionally, there are peritexts
(appended to the main body of a work) and epitexts (texts outside the main body).
In RPGs, game titles, packaging, cover and back cover, and so forth are peritexts
and accompanying media like trailers, reviews, and walkthroughs are epitexts.
Paratexts inform, mediate and influence what we expect from, how we interact
with, and how we make sense of a game and the stories it produces.
Consider The Elder Scrolls III: Morrowind (2002). Its title establishes it’s a
reinforces its kinship to the preceding titles in the series via the subtitle “The
Sequel to Arena and Daggerfall” so as to claim to its own value based on the
latter’s success. Additionally, the (pseudo-)diegetic text on the back of the box
frames the game as a source of ludic and narrative pleasures, portrays the CRPG
Snatched from prison by the Emperor's decree, you arrive at the port of Seyda
Neen with nothing but the name of a contact in Balmora... completely ignorant of
the Prophecies of the Incarnate, your mission and the role you are to play in the
Morrowind's history.
Will you explore in the huge open-ended world or will you complete all the quests
You're the only one to answer those questions. You write the story. (Bethesda
Softworks 2002)
Paratexts also influence the production of text during play. Call of Cthulhu’s
H.P. Lovecraft. The illustration evokes the appropriate themes, genre and mood. It
is, however, up to the players to include these elements in gameplay. Indeed, even
the extensive information in the manual is only potentially diegetic. Jara (2013)
recognizes the unique and unconventional use of texts and paratexts as a way of
generating––not merely mediating–– fiction. RPGs are fictions that beget more
RPG Canons
The notion of corpus of core texts (canon) around which a field revolves, is also
belongs to the canon of English literature, given how much it is referenced and
studied. Canon can be found in two contexts in the study of RPGs: the corpus of
texts that form the presumed literary basis of an RPG, and the corpus of RPGs
from the 1979 AD&D Dungeon Master’s Guide suggests many literary
inspirations for the system: the works of Lord Dunsany, Poul Anderson’s The
High Crusade (1960), Jack Vance’s Eyes of the Overworld (1966), and so forth.
“The most immediate influences upon AD&D,” Gygax writes, “were probably de
Camp & Pratt, R. E. Howard, Fritz Leiber, Jack Vance, H. P. Lovecraft, and A.
Merritt.” (Gygax 1979, 224) Other TRPGs; including Cyberpunk 2020 (1991), In
might inspire play. Literary interpretation might point out specific works’
influence on D&D’s rules, for example, or it might describe common tropes and
The RPG canon itself – what are the must-play RPGs of an era, genre, etc. – is
naturally contested, but perhaps less that one might imagine. For TRPGs,
Dungeons & Dragons (1974) would count as canonical: references to its systems
(e.g. saving throw) might be made without forewarning or introduction. For larps,
Vampire: The Masquerade may be considered canonical, since it was likely also
an average player’s gateway into the hobby. For contemporary CRPGs, games in
the Final Fantasy series could be canonical, given their vastness and overall
cultural reach. For MORPGs it would be undoubtedly World of Warcraft. In
analyses of these bodies of work, literary scholars can spot patterns emerging
from the interaction between RPGs and the texts that followed them.
Narratology
Narratology studies the forms, structures and mental processes involved in the
(plot). The specific way in which story and plot are conveyed is called
discourse. Originally, narrative was defined as the verbal rendering of a story via
2006; Domsch 2013). RPGs are of interest to narratology because they use games
as a medium for telling stories and display unique features such as simultaneity,
The story, plot and even discourse on an RPG are at least partially dependent on
player action, decision-making and direct creative input. Because of this, Bode,
Dietrich and Kranhold (2013) have described RPGs as ‘future narratives’. They
argue it is the ‘nodal situation’ (or ‘node’) rather than the ‘event’ that becomes the
negotiate the narrative by taking action and making meaningful decisions, and are
also made aware that “'what happens next' may well depend upon us, upon our
decisions, our actions, our values and motivations.” (ibid.) Nevertheless, different
RPGs allow for different forms of interactivity and thus various “degrees” of
narrative potentiality and emergence. Game designers and players may therefore
use different strategies to “harness” narrative content and confer it with meaning.
may ignore a game rule while interacting with another player to maintain the
forms of role-play generally make it easier for players to affect the discourse (how
the narrative is conveyed) of a game’s story, rather than merely the plot (what the
character’s do).
text in terms of its production, content, use and even interpretation. Game
designers have a more limited amount of influence over the game text: players
can both create content as well as devise ways of interacting with a game which
were not predicted its creators. Thus, players share authorial control over the
explicitly inviting players to adapt and make changes. For example CRPGs
often include tools for building ‘mods’ based on the original game program.
“Top-down” and “bottom-up” forms of authority refer to authority exerted by
Literary motifs, tropes, and themes are semanting units that also form a basis for
these semantic units in terms of “fictive blocks” because they enable players and
game designers to “build upon” each other’s input in real time. Fatland (2006)
make coherent 'in-game' player interaction possible and fluent. As Montola (2008)
exposed.” (28). This allows for multiple players to collaborate within the game-
Motifs: The basic semantic structures of a text. In narratives, they are often
broken promise.’
Theme: A more abstract, general notion of what the text is about, for example
Player involvement in CRPGs is generally more limited with player agency often
reduced to aspects related to the character itself. When playing Skyrim, for
example, players can determine the gender and aspect of their character at the
beginning of the game, but they cannot create or modify the available choices
make a distinction between what they call "ludic" and "narrative" phases of play
(cf Thon 2007; Neitzel 2014). While the former concern player activity related to
the simulative aspect of the game, the latter are pre-determined and best
exemplified by the use of "cut scenes" or “scripted” events. The elements that do
not allow player interaction are considered distinctly separate from play. Game
designers use them to drive the linear narratives of the game. Neitzel (2014)
describes adventure-themed CRPGs as being generally composed of “numerous
short linear action lines” (21) following the mythological structure of the 'quest'.
their avatars with a clearly defined aim that marks the end state of the game (e.g.
“Rescue the Princess!”), players are generally able to choose the order in which
they complete the different tasks (Neitzel 2014, 17–18). Indeed, the information
with multiple plotlines and complex branching structures. Players create their own
stories as they follow different, multi-linear narrative paths through the game.
games characterized by “not provid[ing] the players with a clearly defined aim”
(23). As a result, CRPGs may also incite “exploratory narratives” where players
may search for knowledge and meaning within the game world. This mode of
interaction with the game means that the ending “is unforeseeable from the
beginning of the narration and tends to point back into the past.” (ibid.)
Vast Narratives in MORPGs
Digital role-playing games become a stage for “vast narratives,” thanks to the
Wardrip-Fruin 2009). This marks one of the major differences between digital and
referee lie in their capacity to read the emotions and desires of their fellow players
and adapt to them (Chinn 2015), they are also often limited by their previous
material. TRPG players, for example, may perceive that a character in a game is
the other hand, “can afford many more intricately designed characters” (Murray
1997, 6). Furthermore, MORPGs present narrative worlds that can be explored
emergence. Players can form alliances and explore the world in adventure groups;
they can engage in conversation or battle each other, generating events and plots
that could have never been envisioned by the game designers. Eve Online (2003)
is a notable example of this, having produced some of the biggest battles among
(how a story is told). For example, in verbally encoded media, different narrators
of the fictional world of the narrative. Most RPGs offer at least some instances of
verbal storytelling. Indeed, are constantly encountering characters who tell them
stories. This feature serves the purpose of giving players new goals (e.g. quests)
and of making sense of the world of the game. For example, in an early quest in
the CRPG The Witcher III (2015), Gerald must retrieve information from a hunter
who lives at the outskirts of town. During their initial encounter, the character ––
perspectives into their intra-diegetic values and beliefs such as homophobia and
narrative because the hunter’s tale occurs within––and thus a level “below”––the
narrative that accompanies the player’s progress throughout the game. The
a game can influence our perception of it, e.g. adding a feeling of suspense or
excitement to a scene or situation. However, the music as such is often not heard
character in the game switches on a radio which, in turn, plays a song, the music
because they may also affect our emotional experience of the narrative. For
example, a subjective POV means that players encounter the world through the
simulated eyes of the character, a feature that heightens our sense of immersion in
the game world (Denisova & Cairns 2015). Also, by constraining our (visual)
“knowledge” of the surrounding environment to equal that of the character, the
game makes us aware of our lack of power and our relative vulnerability. This
may increase our sense of fear or suspense, making us more careful of the
decisions we make in the game. In semi-subjective POVs (also called “over the
shoulder”) players are granted an advantage over the character’s: e.g they can
notice creatures sneaking up from behind. This allows players a “higher level” of
strategic gameplay in order to overcome in game obstacles while at the same time
contrast, an objective POV gives us a broad view of the game world, distancing
the player experience from that of the character. This POV is typically used in
(1999).
POV helps describe the relationship between our visualization of the game world
and our experience and interpretation of it. Focalization, on the other hand,
2015, 2) Broadly, there are three forms of focalization: internal, where we have
access to the character’s thoughts and emotions; external, where we follow the
character’s actions without being granted access to their internal aspects; and zero
perspective inside [its] body” but simultaneously lack “access to that character's
mental landscape.” (Arjoranta 2013, 9) Schröter and Thon (2014) observe that
and social. Characters can be described as fictional entities, with their own
thoughts and emotions; as tools for play with specific properties and possibilities
each other allows us to have a deeper understanding of these games and our
We have examined how literary studies can help us understand RPGs. However,
This is rarely discussed in RPG studies, and yet may offer a vast field to expand
critical inquiry. For example, many analog RPG source texts could be read as a
literary poetics in themselves. Indeed, they consistently combine rules and setting
to communicate intentions and interpret the desires of the players during the
game, etc. How do these notions apply to traditional print literature? What do they
fiction? Can a TRPG sourcebook be seen perhaps as literary theory in the sense of
Similarly, can the notion of “becoming the monster” in White Wolf’s Vampire
(1991) give us a new perspective on the genres of “horror” or “gothic fiction” via
its rules and mechanics of character creation? Can John Wick’s notion of
(Westerling 2008; Torner 2016). What aspects of the original texts are
problematized, changed or reflected? Can we see the RPG as a form of “reading”
a canonical text?
Inversely, on a more philological level one could ask to what extent have RPGs
informed and influenced contemporary works of print fiction? It is, for example,
no secret that many authors have been creatively influenced by the playing of
RPGs (see Chapter 9). Is the influence of the games recognizable in the narrative
strategies, structures and themes of these works? Does a novel based on a D&D
Finally, despite the fact that there have been ongoing discussions on the question
meaning in these texts. This has been partly due to the structuralist focus of much
of the current scholarship as well as the idea that, due to their functional
(Loponen & Montola 2004, 50–51). While the idea of RPGs as a source of
own right. In other words, realizing and studying RPGs as a medium that allows
polysemy and exploits multiple readings will enable us to appreciate them truly as
Summary
Literary studies and RPG studies go hand in hand. RPGs are texts that produce
other texts, and once the scholar has narrowed their focus with regard to which
the same questions can be asked of it as one might ask of a novel. RPGs also
playfulness built right into it, and to artificially separate literature from play is a
mistake. RPGs, too, are inspired by literary fiction, even using comparable
framing devices and tropes. CRPGs and MORPGs also evince traces of this
Further Reading
Ensslin, Astrid. 2014. Literary Gaming. Cambridge, MA: The MIT Press.
Harrigan, Pat, and Noah Wardrip-Fruin, eds. 2007. Second person: Role-playing
and story in games and playable media. Cambridge, Mass. ,London: MIT Press.
References
Anderson, Poul. 1960. The High Crusade. New York: Doubleday Books.
Bethesda Game Studios. 2002. Morrowind: The Elder scrolls III [PC]. Rockville,
Softworks.
BioWare. 2011. Dragon Age II [PC]. Redwood City, CA: Electronic Arts
Black Isle Studios. 1999. Planescape: Torment [PC]. Orange County, CA:
Interplay Entertainment.
Entertainment.
Bode, Christoph, Rainer Dietrich, and Jeffrey Kranhold. 2013. Future Narratives:
Berlin: de Gruyter.
Minnesota Press.
Brandes, Peter. 2009. “Das Spiel der Bedeutungen im Prozess der Lektüre:
Berlin: de Gruyter.
CCP Games. 2003. Eve Online [PC]. Reykjavík, Iceland: CCP Games
CD Projekt RED. 2015. The Witcher 3: Wild Hunt. Warsaw, Poland: CD Projekt
RED.
https://bankuei.wordpress.com/2015/07/04/honest-communication/
Cornis-Pope, Marcel. 2014. New Literary Hybrids in the Age of Multimedia
Expression: Crossing Borders, Crossing Genres. Amsterdam and New York: John
Collins.
Costikyan, Greg. 2007. “Games, Storytelling, and Breaking the String.” In Second
Person: RolePlaying and Story in Games and Playable Media, edited by Pat
Culler, Jonathan D. 2011. Literary theory: A very short introduction. 2nd ed.,
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Ensslin, Astrid. 2014. Literary Gaming. Cambridge, MA: The MIT Press.
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Flanagan, Mary. 2009. Critical Play: Radical Game Design. Cambridge, MA:
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<http://www.ludology.org/articles/ludology.htm>
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Box Inserts
exclusive? This is one of the most well-known discussions in game studies; the
Early game researchers or ‘ludologists,’ on the other hand, argued that the main
feature of narratives was that they were predetermined and therefore ‘linear’ in a
way that precluded the ‘essential’ quality of games; namely their interactivity. As
Costikyan put it, “[t]o the degree that you make a story more like a game – with
alternative paths and outcomes – you make it a less effective story. It’s not
merely that games aren’t stories, and vice versa; rather they are, in a sense,
opposites. [emphasis added] (Costikyan 2007, 13) The main problem with the
Indeed, by the early 20th century, narrative theories were already being applied to
cinema, drama and even poetry (Weedon 2001). Despite the initial conflict of the
concerned with whether specific games are narratives as to how they are so. Thus,
both in their analog as well as digital forms, RPGs present the challenge of
analyzing narratives which “are simulative rather than representational, emergent
rather than scripted, participatory rather than receptive, and simultaneous rather
sections. At the end of each section the reader is offered a choice, and then based
on that choice, moves to the next corresponding section (Costikyan 2007). They
books.
decision-making, they require players have knowledge of, and experience with,
the rules of the game they were designed for (generally a TRPG). These rules
were not included in the book. Early solo adventures were published for the
RPG Gamebooks are a hybrid in that they represent the “addition of rules and
game mechanics to the CYOA format” or “the design of a pencil and paper RPG
included in the book. Popular RPG gamebooks include those in the Fighting