Abstract
The cities of the ever prevalent neomedieval fantasy roleplaying game are integral to their gameworlds. They act as quest hubs, goals, centres for action and places of safety. Much of the loop of the game revolves around leaving the city to complete quests, then returning to the city again, and repeat. In this paper, I take a closer look at the boundaries of the city. I begin by proposing a model to help define what a city's boundary is and how it is expressed to the player. Then, I look at how and why players cross those borders back and forth. Through this, I hope to facilitate a better understanding of how the city functions in roleplaying games, and how the ways in which it produces boundaries alters and affects how players interact with the gameworld.
Original language | English |
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Title of host publication | Proceedings of the 2019 DiGRA International Conference : Game, Play and the Emerging Ludo-Mix |
Number of pages | 15 |
Publisher | DIGRA |
Publication date | Aug 2019 |
Publication status | Published - Aug 2019 |
Event | 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix - Ritsumeikan University, Kyoto, Japan Duration: 6 Aug 2019 → 10 Aug 2019 http://www.digra2019.org/ |
Conference
Conference | 2019 DiGRA International Conference |
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Location | Ritsumeikan University |
Country/Territory | Japan |
City | Kyoto |
Period | 06/08/2019 → 10/08/2019 |
Internet address |
Keywords
- wall
- border
- space
- place
- city
- neomedieval
- roleplaying game
- digital games
- boundary
- Quests