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dc.contributor.advisorDoris C. Rusch.en_US
dc.contributor.authorDiaz, Joshua Lindsayen_US
dc.contributor.otherMassachusetts Institute of Technology. Dept. of Comparative Media Studies.en_US
dc.date.accessioned2010-04-28T15:43:11Z
dc.date.available2010-04-28T15:43:11Z
dc.date.issued2009en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/54502
dc.descriptionThesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2009.en_US
dc.description"June 2009." Cataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (p. 215-217).en_US
dc.description.abstractIn designing DwarfFortress as part roguelike and part simulation, Tarn and Zach Adams of Bay 12 Games drew on a tradition of game genres that used proceduralism and simulation to give players unique paths through the game. The specific choices in their design served their goal of "giv[ing] rise to some really awesome stories from the players themselves," I argue, because it took advantage of what Henry Jenkins calls "narrative architecture." Expanding on Jenkins' idea to examine narrative architectures of space, code, and player choice, the thesis shows how Bay 12 not only encouraged players to view the game as a world full of stories, but also gave players tools to craft their own kinds of tellable moments through the game. Tellable moments, as described by Marie-Laure Ryan and Lisbeth Klastrup, are events which, because they either create or break expected patterns, are well-suited to use in plots, and serve as resources for storytelling. As players became authors, they engaged in a sort of 'narrative play' through the game's affordances (and tools created in the community) in order to craft more elaborate and specific story arcs within the general confines of the game. This narrative play is a gameplay strategy in which players use the game's narrative architecture in order to goad the game's code into producing certain kinds of outcomes, outcomes which they aim to use for storytelling. Three different stories provide us with a set of tellable moments in which narrative play alternatively responds to gameplay challenge, creates an environment that embodied and staged story, and reconfigures code in order to create new types of tellable moments.en_US
dc.description.statementofresponsibilityby Joshua Lindsay Diaz.en_US
dc.format.extent225 p.en_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectComparative Media Studies.en_US
dc.titleDwarf Fortress gathers at the statue and attends a partyen_US
dc.title.alternativeDwarf Fortress throws a party : social storytelling and complexityen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.identifier.oclc558710326en_US


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