Klastrup - Tosca, Transmedial Worlds
Klastrup - Tosca, Transmedial Worlds
Klastrup - Tosca, Transmedial Worlds
1. Introduction
Certain universes stick with us Middle Earth, the
Star Wars Galaxy, or the Cthulu Mythos and they have
such devoted followers that recreating the universe in
another media form is almost a sure success. But what
defines a successful universe that can be transported
across media or as we will call it here a transmedial
world? This paper puts forward the idea that in thinking
about and designing cyberworlds, we could take some
inspiration from transmedial worlds. The paper is part of
a bigger ongoing investigation about transmedial worlds.
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Marie-Laure Ryan: Transmedial Narratology and Concepts of
Narrative, 2nd International Colloquium on "Narratology beyond
Literary Criticism, University of Hamburg, 20.-22. November 2003.
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13.
Conclusion
We have put forward the claim that transmedial
cyberworlds allow the players to interact within a known
and shared context, where they can be creators of their
own stories and be able to expand the universe
themselves by making player-built cities, objects etc.
However, the success of cyber-transmedial world
depends on the designers ability to identify and
implement the core elements of the ur-world without
betraying its topos, ethos and mythos.
Our analysis suggests that cyberworlds which
concentrate on the performative aspect (letting players
create their own content) yet still refer consequently to
the mythos, topos and ethos of the ur-world will be more
successful than cyberworlds which try to retell or modify
the mythos of the ur-world or try to impose their own
storyline. Relying on a transmedial world can also solve
some of the most poignant problems of storytelling in
computer games, such as excessive linearity and quests
which do not make sense to the dedicated player.
References
[1] Aarseth, Espen. 2000. "Allegories of Space: The Question of
Spatiality in Computer Games" in Markku Eskelinen and Raine
Koskimaa (eds.) Cybertext Yearbook 2000. Jyvskyl:
University of Jyvskyl Press.
[2] Bartle, Richard A. 2003. Designing Virtual Worlds. Boston:
New Riders.
[3] Chatman, Seymour. 1981. "What Novels Can Do that Films
Can't, (and Vice Versa)." On Narrative. Ed. W. J. Mitchell.
Chicago: U. of Chicago P. Pp. 117-136.