Cited by 9Digital Games and MediaArtificial Intelligence in GamesEducational Games and Gamification

Designing Goals for Online Role-Players

Open access
Montola, Markus·2005·DiGRA Digital Library

Abstract

The increasing popularity of persistent worlds and the predicted rise of pervasive gaming, both having a strong inherent potential for role-playing, stress a classical challenge of persistent world industry: in addition to the regular gamer audience, the role-player audience is growing. Catering to role-players requires re-thinking in the design of game structures and narrative structures. The most fundamental conceptual differences between role-player and regular gamer playing styles regard goals, game worlds and the idea of meaningful play.

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Crossref · 10.26503/dl.v2005i1.117

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  • The social contract of role-playing is constructed and enforced similarly to other social contracts, rarely made explicit, and enforced only by social pressure.

    “This social contract is constructed and enforced similarly to other social contracts, meaning that it is rarely made explicit (see Montola 2005), and is enforced only by social pressure.”

    From A Hermeneutical Approach to Role-Playing Analysis (2008) · cites this paper as Montola 2005

    The paper describes role-players’ “implicit consequence negotiation” (Abstract), which supports the idea that some expectations are left unstated. It does not say that the social contract is rarely made explicit or enforced only by social pressure; the Meaningful Role-Play section also gives an example of an explicit community rule. (LLM, conf=0.72)

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  • A parallel system to deconstructing role-playing into exogenous, endogenous and diegetic goals exists.

    “A parallel system to deconstructing role-playing into exogenous (player-brought), endogenous (inherent to game) and diegetic (in-game) goals also exists (for this division system, see Montola 2005).”

    From A Hermeneutical Approach to Role-Playing Analysis (2008) · cites this paper as Montola 2005

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Cites

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Research works printed but not linked: 13

  1. Björk, S. and Holopainen, J. "Describing Games. An Interaction-Centric Structural Framework". Originally in Copier, M. and Raessens, J. (eds.) Level Up -CD-ROM Proceedings of Digital Games Research Conference 2003. Referred to www.playresearch.com/publications/2003/structuralframework.pdf (ref. October the 25th 2004).
  2. Bøckman, P. "The Three Way Model", in Gade, M., Thorup, L. and Sander, M. (eds.) As Larp Grows Up, pp. 12-16. Knudepunkt 2003, Copenhagen. www.laivforum.dk/kp03_book
  3. Costikyan, G. "I Have No Words & I Must Design: Toward a Critical Vocabulary for Games", in Mäyrä, F. (ed) CGDC Proceedings pp. 9-33. Tampere University Press, Tampere, 2002.
  4. Fatland, E. "Incentives as Tools of Larp Dramaturgy", in Bøckman, P. and Hutchison, R. Dissecting Larp, pp. 147-180. Knutepunkt 2005, Oslo.
  5. Fine, G. A. Shared Fantasy. Role-Playing Games as Social Worlds. Chicago, University of Chicago Press, 1983.
  6. Hakkarainen, H. and Stenros, J. "Thoughts on Role-Playing", in Gade, M., Thorup, L. and Sander, M. (eds.) As Larp Grows Up, pp. 54-63. Knudepunkt 2003, Copenhagen. www.laivforum.dk/kp03_book
  7. Heliö, S. "Role-Playing: A Narrative Experience and a Mindset", in Montola, M. & Stenros, J. (eds.) Beyond Role and Play, pp. 65-74. Solmukohta 2004. Vantaa, Ropecon. www.ropecon.fi/brap
  8. Juul, J. Half-Real: Video Games between Real Rules and Fictional Worlds. Doctoral dissertation, IT University of Copenhagen, 2003.
  9. Koljonen, J. "I Could a Tale Unfold Whose Lightest Word Would Harrow up Thy Soul. Lessons from Hamlet", in Montola, M. & Stenros, J. (eds.) Beyond Role and Play, pp. 191-201. Solmukohta 2004. Vantaa, Ropecon. www.ropecon.fi/brap
  10. Lankoski, P. "Character Design Fundamentals for Role-Playing Games", in Montola, M. & Stenros, J. (eds.) Beyond Role and Play, pp. 139-148. Solmukohta 2004. Vantaa, Ropecon. www.ropecon.fi/brap
  11. Loponen, M. & Montola, M. "A Semiotic View on Diegesis Construction", in Montola, M. & Stenros, J. (eds.) Beyond Role and Play, pp. 39-51. Solmukohta 2004. Vantaa, Ropecon. www.ropecon.fi/brap
  12. Montola, M. "Role-Playing as Interactive Construction of Subjective Diegeses", in Gade, M., Thorup, L. and Sander, M. (eds.) As Larp Grows Up, pp. 82-89. Knudepunkt 2003, Copenhagen. www.laivforum.dk/kp03_book
  13. Salen, K. & Zimmerman, E. Rules of Play. Game Design Fundamentals. Massachusetts, The MIT Press, 2004.

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Authors
Montola, M.
Affiliations
Tampere University (FI)
Corresponding author
Montola, Markus
Venue
DiGRA Digital Library
Published
2005-01-01
Volume
3
ISSN
2342-9666
OpenAlex
W2154801947
Cited by
9
References
0
Citations by year
2015: 2
FWCI
3.86
Type
conference paper
Language
en
Open access
Locations
  • Summit (Simon Fraser University) (submittedVersion)
  • Digital Games Research Association Conference
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
role-playing games, game design, game goals, pervasive gaming, narrative structure, meaningful play, player motivation

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