But investigating player experience is by no means an easy task, something the game studies literature can attest to. A multifaceted concept, player experience has been gauged in various ways and linked to different concepts, such as
In the following, I investigate the relations through a shared cultural history and on the basis of common structural elements. My point of departure will be the literary roots of the fantasy genre, arguing that Tolkien is the single most important influence on present day MMORPGs. He established the genre of High Fantasy, but his ultimate worth is formulated in a poetics on how fantasy works, namely through world-buidling. I then relate Tolkien to the field of computer game studies, through the often overlooked but central link of table-top games, especially
Defining the fantasy genre is notoriously difficult, as many critical works on the subject can attest to. There is no critical consensus on which works to include under the genre label, and the term has been applied to almost every form of literature deviating from a realistic mode of representation, such as myths, legends, fairy tales, utopian allegories and magical realism. Such an essentialist approach to fantasy, through a taxonomic definition, is problematic. Instead of asking for a content-/form-based classification of the fantasy genre, it is more fruitful to focus on the genre's What really happens is that the story-maker becomes a successful “sub-creator”. He makes a Secondary World which your mind can enter. Inside it, what he relates is “true”; it accords with the laws of that world. You therefore believe it, while you are, as it were, inside”(Tolkien and Tolkien 1983, p. 132) “Secondary world” is Tolkien's term for a world that is made through sub-creation, that is the building of an imaginary world through the use and recombination of existing concepts and ideas. A secondary world is therefore an imaginary world existing within but ontologically different from the Primary world, the material physical world we inhabit.
In this passage, Tolkien speaks about the centrality of a Secondary World to a work of fantasy. The key to crafting a successful fantasy is not simply the creation of a secondary world, but the creation of a secondary world that
Tolkien's world of Middle-earth was so rigorously rational with its genealogical charts, detailed chronologies and appendices, and scholarly discussions about nomenclature, geography, history, and languages that it invited the reader to approach Middle-earth both analytically and imaginatively. This mode of world-building is realized through an encyclopedic sense of detail: If the reader wants to find out how the core narrative of
Tolkien's fantasy is often named “high fantasy”, whereas Robert E. Howard's Conan stories are “low fantasy”. This distinction does not concern cultural sophistication, but the extent to which the mythos and the secondary world of the fiction are connected to our world, the primary world. High fantasy, like Tolkien's stories, are set in an entirely fictional world, which is distinct from our primary world, whereas low fantasy concerns stories where fantasy elements bleed over and manifest themselves in the primary world. “High fantasies” are fully self-coherent and secondary worlds. What Tolkien did, through his fiction and his reflections on this, was to write the modern fantasy genre, not through a taxonomic definition but through a focus on what the genre could accomplish, its function: It could build self-consistent worlds. Fantasy worlds, in both literature and games, are a series of imaginative landscapes, spatially connected. They can, in other words, be mapped out. Maps relate a series of locations to each other, visually unifying them into a world, and provide a concrete image of the world. This spatial, geographical dimension of fantasy worlds and the self-coherent consistent nature of them are key components when the genre becomes interactive and playable.
From the middle of 1970s and onwards, the fantasy genre spans out through a variety of different media. The genre of computer adventure or role-playing games (RPG) is closely connected to the literary genre of fantasy, especially Tolkien – so closely in fact, that computer RPG's have been labelled “remediated Tolkien” (Bolter and Grusin 1999, p. 94; G. King and Krzywinska 2002, p. 29). But making Tolkien stand-in for the whole genre of RPG is missing a central point in the remediation from literature to computer games. One of the most influential fantasy games of all times is the pen-and-paper role-playing game
What was remediated from pen-and-paper games into computer games wasn’t only the fantasy setting, content, or the rule system – it was a whole social aspect of gaming culture, the beginning of the notion of the
This vein brought Tolkien's world to computer games: Games like
As the worlds of graphical adventure games were developing fast, the text adventure games became multiplayer. Both
Space and spatiality are not just key components of the fantasy genre, they have also been a central issue for the study of computer games since the introduction of cyberspace (Benedikt 1992) and MUDs (Anders 1999). Murray has argued that spatiality is one of the core features of digital media (Murray 1997), and Aarseth accentuates space in the definition of games: “Computer games are essentially concerned with spatial representation and negotiation” (Aarseth 2001, p. 154). Jenkins has argued that computer games, through “environmental storytelling”, can be understood as spatial stories, which are being unfolded as the player moves through the game world (Jenkins 2004). In both literature and computer games, the fantasy genre has the same
This is exactly why, in the words of Aarseth, computer games are
What Aarseth is commenting on here is one form of world-building in which the utilization of both space and rules creates a consistent world. But this is quite different from the way the players
Worldness is one of the most central and at the same time one of the most elusive qualities of virtual worlds. As game researcher Celia Pearce states:
The term is used to express a sense of coherence, completeness, and consistency within the world's environment, aesthetics, and rules. To maintain a sense of worldness, a virtual world must create an aesthetic […] a syntax, a vocabulary, and a framework that is extensible, sustainable, and robust. Every accessible location in the world must be accounted for in order to create the sense of contiguous, explorable space
Pearce's colleague, Tanya Krzywinska, shows how the texture and textual elements of
A core concept in Krzywinska is “thick text”: A text richly populated with various allusions, correspondences, and references to the tropes and symbols of the fantasy genre or to previous realizations of a fantasy world. A thick text draws on a range of preexisting sources relevant to the invocation of a fantasy world by tapping into the player's experiences and knowledge – our genre repertoire – and uses this to infuse the gameworld with an extra layer of meaning, which the player herself is adding: “[T]he presence of multiple […] intertexts encourages a certain type of depth engagement with the game” (Krzywinska 2008, p. 124). This depth reading of the intertexts has less to do with engagement or immersion in the fiction of the game, than it has to do with engagement in a more advanced process of reading and interpretation.
The differences between Pearce and Krzywinska notwithstanding, they both highlight a basic consistency within the world as a key component of worldness. But they also highlight how this consistency is dependent on the single player's expectations and experiences: Do the many elements of a given gameworld align with our expectations of this world? These expectations are informed by a complete mental image and knowledge of a given world we as users have, in much the same way that genres frame our understanding of media texts and transcend the individual text onto a larger and wider interpretative genre framework. Genre, as defined by Carolyn Miller, is “a rhetorical means for mediating private intentions and social exigence; it motivates by connecting the private with the public, the singular with the recurrent” (Miller 1984, p. 163). Our attraction to and engagement in a given fantasy gameworld is closely connected to our knowledge and understanding of other fantasy worlds in other media. By functioning not through immanent structures but through user expectations and interpretative codes (Culler 1981), the experience shapes and is shaped by what I call the
Genre theorists tend to emphasize the importance of the notion of intertexuality in regard to genre, where single texts are intersected and interrupted by dense networks of intertextuality (Bakhtin, Emerson, Holquist and McGee 1986; Bennett and Woollacott 1987). This notion is extended and reinforced in the fantasy genre, where the intertextual world-building of this genre forms an enormous experiential universe, “a complex of interrelated meanings, which its readers tend to interpret as a discrete and unified whole” (Couldry 2000, pp. 70–71). This experiential universe constitutes a
The intertextual act of building and extending worlds across different media has previously been theorized as “intermediality” (Grishakova and Ryan 2010; Lehtonen 2001), “transmedia storytelling” (Jenkins 2006), “transmedial interactions” (Bardzell, Wu, Bardzell, and Quagliara 2007), “layered worlds” (Bordwell 2006), or “multiple platforms” (Jeffery-Poulter 2003). These concepts are all concerned with the coordinated and overall strategy of the sender or the world-builder. The fantasy genre matrix is, in contrast to all of the above-mentioned concepts, suited to working with user experiences on the level of genre, across specific fantasy franchises and across the singular media technology. This concept resonates with Jenkins’ idea of convergence, which “occurs within the brains of individual consumers and through their social interactions with others. Each of us constructs our own personal mythology from bits and fragments” (Jenkins 2006, p. 3). In the following, I will show how
The empirical data presented here stem from three focus group interviews with twelve A guild is an in-game association of players, formed to make group activities easier and more rewarding, as well as to create a social atmosphere in which to enjoy the game. Membership in a guild offers players admission into a broader social network. .A PvE server (Player versus Environment) is a type of server that facilitates a style of play, where the player-controlled characters compete against the game world and its computer-controlled denizens – as opposed to Player-versus-Player servers, where players fight other players. PvE is the dominant form of MMORPG games.
One of the first open questions I asked the participants was how important the fantasy genre is to them, when choosing a book, a film, or a computer game. To this, 32-year-old Lykke promptly answered; “Oh, it has to do with golems and such… It's such a wonderful world to inhabit”. 21-year-old Tina backs her up by saying: “There What makes it interesting is really the universe you are in… if it's just some random universe and you just have to go out and kill monsters, it's not interesting anymore… then there's no adventure. […] And the adventure is only there because the back-story, the creation of the world and everything is in place.
Martin's polar opposite is 32-year-old Thomas: “ Hack’n'slash is a mode of play that emphasizes combat and where the game play consists of killing monsters and moving through a dungeon, collecting treasures. This kind of game play has its roots on pen & paper RPGs such as
Worldness can also be articulated as the spatial aesthetics of the game, as game setting. Thomas explains how he is attracted to specific zones in the game due to their aesthetics, and Tina adds; “Yes, green and vigorous!”. 40-year-old Sharon accentuates the setting and the world as central to her experience of worldness: “I like the way it looks […]. I don’t know anything about the lore whatsoever. I like the setting, I wouldn’t like it [if it was] set in space or something like that”. This aesthetic dimension of worldness can also be articulated negatively, in terms of demarcations, as we see in this comment by 23-year-old Nessa:
I think it is harder to connect to an environment like Outland when Burning Crusade came out and all the environments were very space age […]. I know that I certainly enjoyed the recent expansion and the environments in that more than the Burning Crusade, because the BC was very… other-worldly […]. You couldn’t really connect with it. Everything was so out-of-this-world strange and it didn’t really appeal to me.
With references to the spatial aesthetics of the game world (“very space age”, “otherworldly”, and “out-of-this-world”), here Nessa expresses where the fantasy genre matrix ends and science fiction begins.
Worldness has the capacity to span and connect more than a single medium. In an interview with two experienced Yeah, I’m happily surprised about most of the Warcraft-ones as well. Those writers are actually really good. And they give you a nice background on… yeah like the quests in-game […] Yeah if you know his whole background and stuff, its… yeah quite cool
The importance of a
It's important to note that the experience of worldness is not necessarily limited to a specific world or a singular fantasy franchise, but can work on the level of genre, as a fantasy genre matrix. In discussing a specific area in
The fantasy genre matrix is not only concerned with cognitive processes, but also has an emotional dimension of interpretation. This dimension is expressed when the interview participants articulate the emotional impact the aesthetics of the game have on them, but it can also occur through the many intertexts in the game. Martin explains how he encountered a place in I really like to go revisiting old places in the game. Like places that are very remote from where you normally go and you are the only one there. There is this one place, in Dun Morogh, where you can get up on top of Ironforge and there is this airfield up there! The place is just beautiful, I love the snowy landscape with the mountains and all […] it's really amazing. It's like a small place only a small handful of people have visited and you feel kinda… special being able to go there, you know. I think I still have the screenshots on my Flicker account of that place, it's really amazing.
What is happening here is the emergence of a Lefebvrian “lived space”. In
In the present article, I have explored the close relationship between the genre of fantasy and the medium of computer games and what this means in regard to the player's experience of engaging with playable fantasy worlds. Through the article, I argue that the link between fantasy and computer games is rooted in both cultural history and structural elements. In regard to the former, I have shown how Tolkien's world moved almost seamlessly into a playable format through the pen-and-paper RPGs. This created a cultural and historical link between a fascination with Tolkien's books and the social community of the pen-and-paper RPGs, which in turn connected the conventions of the fantasy genre with modern MMORPGs. But fantasy and computer games also have functional elements in common. The main function of the fantasy genre is world-building, whereby successful fantasy lies in the creation of a world in which laws are established and followed throughout the fiction, which in turn has the ability to create a fantasy world we, as users, can enter. The spatial, geographical dimension of fantasy worlds and the self-coherent, consistent nature of them are key components when the genre becomes interactive and playable, as in computer games. The encyclopedic, law-based, and internally consistent nature of fantasy lends itself well to the creation of playable worlds, because in computer games all these elements become quantified and explicated through the game code.
In analyzing the elusive concept of worldness in relation to virtual worlds, the present article suggests that we think of it in a new way. Whereas the concept traditionally has been understood as text, structure, or consistency of game rules, I conceptualize it as an