Coffee Tables and Cryo Chambers: A Comparison of User Experience and Diegetic Time between Traditional and Virtual Environment-Based Roleplaying Game Scenarios

  • Bjoern Flindt Temte
  • Henrik Schoenau-Fog
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7648)

Abstract

This paper explores how the user experience and diegetic time changes when a specific roleplaying scenario is played via a virtual environment and headsets, compared to a traditional playthrough. A case-study roleplaying scenario is developed to investigate the change in user experience qualitatively, and a virtual environment matching this scenario is created. The players using the virtual environment version spent the entire time communicating within the story, and the diegetic time equated real time for the entire playthrough, compared to approximately 4/5 of the time in the traditional playthrough. Additionally, there are indications that this adherence to the diegesis resulted in a higher suspense. The results show that the virtual environment version can deliver an engaging story experience, and might therefore potentially inspire for a solution to the narrative paradox.

Keywords

Interactive Narratives Roleplaying Games Scenario-driven Narratives RPG scenario Narrative Paradox Virtual environment Characterdriven narratives Storytelling Engagement Emergent Narratives Game Master Continuation Desire 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Rilstone, A.: Roleplaying Games: An Overview (1994), http://www.rpg.net/oracle/essays/rpgoverview.html (accessed March 7, 2012)
  2. 2.
    Darlington, S.: A History of Roleplaying (1998), http://ptgptb.org/0001/history1.html (accessed June 8, 2012)
  3. 3.
    Entertainment Software Association: The 2011 Essential Facts about the Computer and Video Game Industry (2011), http://www.isfe.eu/industry-facts/research/industry-and-gamers (accessed June 8, 2012)
  4. 4.
    Tychsen, A.: Role Playing Games – Comparative Analysis Across Two Media Platforms. In: IE 2006 Proceedings of the 3rd Australasian Conference on Interactive Entertainment (2006) ISBN: 86905-902-5 Google Scholar
  5. 5.
    Delmas, G., Champagnat, R., Augeraud, M.: From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames. In: Iurgel, I.A., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 121–126. Springer, Heidelberg (2009)CrossRefGoogle Scholar
  6. 6.
    Louchart, S., Aylett, R.S.: Solving the Narrative Paradox in VEs – Lessons from RPGs. In: Rist, T., Aylett, R.S., Ballin, D., Rickel, J. (eds.) IVA 2003. LNCS (LNAI), vol. 2792, pp. 244–248. Springer, Heidelberg (2003)CrossRefGoogle Scholar
  7. 7.
    Peinado, F., Gervás, P.: Transferring Game Mastering Laws to Interactive Digital Storytelling. In: Göbel, S., Spierling, U., Hoffmann, A., Iurgel, I., Schneider, O., Dechau, J., Feix, A. (eds.) TIDSE 2004. LNCS, vol. 3105, pp. 48–54. Springer, Heidelberg (2004)CrossRefGoogle Scholar
  8. 8.
    Tychsen, A., Smith, J.H., Hitchens, M., Tosca, S.: Communication in Multi-player Role Playing Games – The Effect of Medium. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds.) TIDSE 2006. LNCS, vol. 4326, pp. 277–288. Springer, Heidelberg (2006)CrossRefGoogle Scholar
  9. 9.
    Aylett, R.: Emergent Narrative, Social Immersion and Storification. Discussion paper elaborating on, paper on emergent narrative. In: Proceedings Narrative and Learning Environments Conference NILE00 Edinburgh, Scotland (2000), hw.academia.edu/RuthAylett/Papers/543109/Emergent_narrative_social_immersion_and_storification_ (accessed June 8, 2012)
  10. 10.
    Tychsen, A., Hitchens, M., Brolund, T., Kavakli, M.: The Game Master. In: IE 2005: Proceedings of the Second Australasian Conference on Interactive Entertainment. Creativity & Cognition Studios Press (2005)Google Scholar
  11. 11.
    Axelzon, F., Wrigstad, T.: Doubt. Selfpublished (2007), http://jeepen.org/games/doubt (accessed May 22, 2012)
  12. 12.
    Aylett, R., Louchart, S.: Towards a Narrative Theory of Virtual Reality. Virtual Reality 7(1), 2–9 (2003), doi:10.1007/s10055-003-0114-96CrossRefGoogle Scholar
  13. 13.
    Temte, B.F.: Project Restless Sleep – An Experimental Framework for Investigating the Change in User Experience of Roleplaying Games in Virtual Environments. Unpublished Project Report, Aalborg University Copenhagen, Department of Architecture, Design and Media Technology, Section of Medialogy (2011)Google Scholar
  14. 14.
    Boeckman, P.: The Three Way model – Revision of the Threefold Model. Morten Gade, Line Thorup & Mikkel Sander (eds.): As Larp Grows Up. Knudepunkt 2003 (2003) ISBN 87-989377-0-7, http://www.laivforum.dk/kp03_book/classics/three_way_model.pdf (accessed April 23, 2012)
  15. 15.
    Schoenau-Fog, H.: Hooked! – Evaluating Engagement as Continuation Desire in Interactive Narratives. In: Si, M., Thue, D., André, E., Lester, J.C., Tanenbaum, J., Zammitto, V. (eds.) ICIDS 2011. LNCS, vol. 7069, pp. 219–230. Springer, Heidelberg (2011)Google Scholar
  16. 16.
    Epic Games: Unreal Development Kit, http://udk.com
  17. 17.
    Flagship Industries: Ventrilo, http://ventrilo.com
  18. 18.
    Roth, C., Vorderer, P., Klimmt, C.: The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience. In: Iurgel, I.A., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 38–43. Springer, Heidelberg (2009)CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Bjoern Flindt Temte
    • 1
  • Henrik Schoenau-Fog
    • 1
  1. 1.Department of Architecture, Design and Media Technology, Section of MedialogyAalborg University, CopenhagenKbh SVDenmark

Personalised recommendations