The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives--featuring an ongoing and intricately developed storyline, many characters, and multiple settings--did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors--media and television scholars, novelists, comic creators, game designers, and others--investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in Doctor Who; managing multiple intertwined narratives in superhero comics; the spatial experience of the Final Fantasy role-playing games; World of Warcraft adventure texts created by designers and fans; and the serial storytelling of The Wire. Taken together, the multidisciplinary conversations in Third Person, along with Harrigan and Wardrip-Fruin's earlier collections First Person and Second Person, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.
| ISBN | 0262232634 | | Pages | 496 | | ISBN13 | 9780262232630 (What's this?) | | Volumes | 1 | | Publisher | MIT Press Ltd | | Weight (grammes) | 1112 | | Imprint | MIT Press | | Published in | Cambridge, Mass. | | Format | Hardback | | Height (mm) | 229 | | Publication date | 17 Apr 2009 | | Width (mm) | 203 | | Library of Congress | 2008029409 | | Spine width (mm) | 20 | | DEWEY | 794.8 | | Academic level | Professional / Scholarly | | DEWEY edition | DC22 | |
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| | | Dedication and Acknowledgments | | |
| | | Contributors | | |
| | | Introduction | | 1 |
| I | | Authoring | | 11 |
| | | Truths Universally Acknowledged: How the "Rules" of Doctor Who Affect the Writing by Lance Parkin | | 13 |
| | | In What Universe? by Walter Jon Williams | | 25 |
| | | Two Interviews about Doctor Who by Paul Cornell and Kate Orman | | 33 |
| | | On Writing Eeteaus by Dave Sim | | 41 |
| | | The Archdiocese of Narrative by Rafael Alvarez | | 49 |
| | | Intellectual Property Development in the Adventure Games Industry: A Practitioner's View by Robin D. Laws | | 59 |
| | | Multicampaign Setting Design for Role-Playing Games by Kenneth Hite | | 67 |
| | | World without End: The Delta Green Open Campaign Setting by A. Scott Glancy | | 77 |
| | | La Vie d'Arthur, Conflict, and Cooperation in The Great Pendrogon Campaign by Greg Stafford | | 87 |
| | | The Game Master andthe Role-Playing Game Campaign by Monte Cook | | 97 |
| | | Alice and Dorothy Play Together by Richard A. Bartle | | 105 |
| | | My Story Never Ends by Ken Rolston | | 119 |
| | | Storytelling in a Multiplayer Environment by Matthew P. Miller | | 125 |
| | | A Brief History ofSpore by Chaim Gingold | | 131 |
| | | Spaces Between: Traveling through Bleeds, Apertures, and Wormholes inside the Database Novel by Norman M. Klein | | 137 |
| | | Where Stones Can Speak: Dramatic Encounters in Interactive 3-D Virtual Reality by Tamiko Thiel | | 153 |
| | | Moving in Place: The Question of Distributed Social Cinema by Adriene Jenik and Sarah Lewison | | 179 |
| | | Breeze Avenue Working Paper by Richard Grossman | | 193 |
| II | | Exploring | | |
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