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Stories & video games : investigating narratives through play


par Quentin FAUCHIE
Université de Bordeaux Montaigne - Master Etudes Anglophones 2022
  

Disponible en mode multipage

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    URF Langues et Civilisation

    Département des Études Anglophones

    STORIES & VIDEO GAMES:

    INVESTIGATING NARRATIVES THROUGH

    PLAY

    Mémoire de Master 2

    FAUCHIE Quentin

    Directeur de Recherche :

    Professeur Nicolas Labarre

    Juin 2022

    2

    3

    Université Bordeaux Montaigne

    UFR Langues et Civilisations

    Département des Études Anglophones

    Mémoire de Master 2 :

    STORIES & VIDEO GAMES: INVESTIGATING

    NARRATIVES THROUGH PLAY

    FAUCHIE Quentin

    Directeur de Recherche :
    Professeur Nicolas Labarre

    4

    Juin 2022

    5

    6

    TABLE OF CONTENTS

    ACKNOWLEDGMENT 9

    INTRODUCTION 10

    I- Video games and narrative: a story of interactivity and players 16

    A- To narrate a story while playing, to play while narrating a story 17

    To tie gameplay and narratives together, a work of narrative design 17

    Narratives in video games: show, (don't) tell and play 20

    Player's agency: to interact or not 25

    B- Hades, a story to die for 28

    Death as a narrative feature: Hades, the roguelite 29

    To hell and back again: playing the game, exploring the tale 32

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    II- The world of a game: playground for personal narratives 41

    A A place of Freedom, living and retelling in the Open-World

    Open world, the playground of emergence

    Sail close to the game: a player's methodology 50

    Emergent narrative in Sea of Thieves: a pirate life for the player 52

    Sea of Thieves, the players and the tales 59

    B- The gateway to the virtual world: narratives and immersion through the avatar 66

    Immersion in Video Games, a Work of the Senses 67

    Avatar: path into the game, vision of the world. 71

    Playing a role, developing an avatar: the legacy of Pen and Paper RPG 77

    C- MMORPGs and the social Heroes: Forging the tales within a community 86

    Online and massively multiplayer: beyond the act of play? 87

    The play to the social: investigating emergence from the social dimension 89

    Hero for the history books: player character living the story... 96

    ... then redefining the tale: author of the endgame and builder of the community 102

    Conclusion 109

    Annex: Sea of Thieves related posts sampled 112

    Annex 2: Final Fantasy XIV related posts sampled 114

    Work Cited 116

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    TABLE OF FIGURES

    FIGURE 1 - HADES, THE POOL OF BLOOD THAT SYMBOLIZES BOTH THE BEGINNING AND THE END OF THE GAME. 33

    FIGURE 2 - HADES, SYSYPHUS THE TORTURED SOUL, AN NPC ENCOUNTER IN TARTARUS. 35

    FIGURE 3 - HADES, BOULDY, THE BOULDER THAT SISYPHUS HAS TO CONTINUOUSLY PUSH UP A HILL. 35

    FIGURE 4 - HADES, THE BONE HYDRA, SECOND BOSS OF THE GAME. IT IS NAMED LERNIE AFTER A FEW CONFRONTATIONS AGAINST

    ZAGREUS. 38

    FIGURE 5 - CYBERPUNK 2077, IN-GAME AD IN WHICH A TRACK AND FIELD RUNNER APPEARS TO BE IN AN F1 PIT STOP 44

    FIGURE 6 - CYBERPUNK 2077, CITY CENTER DISTRICT OF NIGHT CITY. 45

    FIGURE 7 - SKYRIM, REGION OF FAILLAISE. 45

    FIGURE 8 - SEA OF THIEVES, THE CREW PLAYING MUSIC IN UNISON. 53

    FIGURE 9 - SEA OF THIEVES, MY CHARACTER SITTING ON THE BOW. 53

    FIGURE 10 - SEA OF THIEVES, RANDOM APPEARANCE OF THE KRAKEN, KNOWN TO BE THE STRONGEST CREATURE OF THE GAME 55

    FIGURE 11 - SEA OF THIEVES, A TALE BOOK THAT CONTAINS INDICATIONS OR HINTS FOR A TALL TALE. 58

    FIGURE 12 - MEME BY REDDIT USER KMVFEFJKLV, REPRESENTING WHAT PLAYERS TEND TO EXPERIENCE IN SEA OF THIEVES AFTER

    CLEARING AN OBJECTIVE (HERE, A FORT). 61

    FIGURE 13 - DARK SOULS III, A MESSAGE ON THE GROUND GIVES AND ADVICE THAT ONLY MAKE SENSE OUTSIDE OF THE GAME. 76

    FIGURE 14 - DIVINITY ORIGINAL SIN II, CHARACTER CREATION WITH A «CUSTOM ORIGIN" 81

    FIGURE 15 - DIVINITY ORIGINAL SIN II, CHARACTER CREATION FOR AN "ORIGIN CHARACTER", HERE THE RED PRINCE. 81

    FIGURE 16 - FINAL FANTASY XIV SCREENSHOT BY REDDITOR RENAART. PLAYERS AS DARK KNIGHTS PAYING TRIBUTE FOR THE LATE

    MIURA KENTARO. 92

    FIGURE 17 - FINAL FANTASY XIV, MY CHARACTER IN THE «PERFORMANCE MODE» PLAYING ELECTRIC GUITAR. 94

    FIGURE 18 - PICTURE FROM TWITTER USER @CERESCLOUDSXIV. FINAL FANTASY XIV, MOSH MOSH LIVE CONCERT PERFORMANCE AT

    LIMSA LOMINSA. 94

    FIGURE 19 - FINAL FANTASY XIV, EXAMPLE OF DIALOGUE TREE OCCURRING DURING QUESTS. 100

    FIGURE 20 - FINAL FANTASY XIV, MY CHARACTER APPEARING IN THE GAME'S END CREDITS. 101

    FIGURE 21 - FINAL FANTASY XIV, STRATEGY AND POSITIONS FOR A RAID SET UP THROUGH A TEXT MACRO POST IN THE CHAT BOX. 104

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    ACKNOWLEDGMENT

    I would like to thank each and every one who accompanied me throughout the writing of my master Thesis.

    First of all, I want to thank my supervisor Professor Nicolas Labarre, who never failed to help and guide me whenever I needed it. I am all the more grateful to him for introducing me to game studies. It opened up new reflection perspectives about a medium I greatly appreciate, and allowed me to enjoy the time I spent on my research.

    Many thanks to my partners in games, Kévin (Xahes), Antony (Ak_ant), Sébastien (InShuMonki) and all the others with whom I played, and laughed (a lot), whether it was part of my work or not. The writing of my thesis was made easier, knowing I could count on them to blow up some steam at the end of the day.

    A special thanks to my flatmates Kévin, who was always ready for the coffee break, and Léa, an amazing Barista who made us drink real (and delicious) coffee.

    Finally, I want to thank all of the video game creators whose stories made me who I am now, and forge a medium which allows people to discover astonishing worlds. I can only hope that my work even remotely gives back some of what it gave me.

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    INTRODUCTION

    Hey! Look! Listen!

    [Navi, The Legend of Zelda: Ocarina of Time.]

    With those three simple words, the many people who once saved a whole realm from the clutches of the Gerudo King have probably seen some memories resurface: their terrible struggle within the Water Temple, their endless wandering in Kokiri Forest, and most of all, this deeply annoying (yet touching) little fairy that would not care to stop repeating those words. Others may simply remember a time when they were a genuine hero, dressed in a now emblematic green tunic and a pointed cap, bearer of the Triforce of Courage. But these three words are not only about touching upon one's nostalgic streak; they reflect the story of a video game, the experience of a player. It is a virtual world upon which players encountered a myriad of characters, defeated many foes, explored vast areas and deep dungeons. They faced arduous challenge and learned about a whole new world. Most of all, they went through a genuine narrative experience.

    Nowadays, video games are among the most popular form of entrainment worldwide. They are part of many people's daily life: we can play games on consoles, handheld consoles, computer, but also smartphones and with a VR (virtual reality) headset. There is a game for almost every taste and every wish, from the pure heavy action game to the turn-based strategy, through the contemplative adventure. I have played video games most of my life. I have run at the speed of sound through Green Hill, wandered in the slums of Midgard, explored numerous Disney worlds guided by a giant key, and probably saved the world a hundred times. From my point of view, video games have always been about telling stories, and I believe they have unique ways of doing so. They enact a form of storytelling that is participatory: we are ourselves the hero of the story (Ostenson, 2013).

    Video games have both a short and long history. Compared to novels or even cinema, video games are rather new, truly taking shape in the 1970s with the first console and arcade games. On the other hand, the medium is already more than 60 years old, with the first video game iteration tracing back to 1961's Steve Russel Spacewar (Newman 2004, 1)--at least it may be. For video game aficionados, 60 years is definitely a long period: in this time span, the medium has drastically evolved and has taken many forms, explored multitude of genres and

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    styles, and has developed various forms of play. Besides the huge technical gap between now and then, video games are now able to display huge detailed world, and tell deep, complex stories.

    In September 2020, I discover Hades, a roguelite game developed by Supergiant Games, notably known for Bastion (2011), Transistor (2014) and Pyre (2018). The title relates the endeavor of Zagreus, son of Hades, who wishes to escape his father's domain and find his lost mother. After a few hours playing the game, I find myself surprised: the game tells a story, with plots and developed characters, and a compelling one at that. It was a surprise because I did not expect this kind of experience from Hades, which is labeled as a roguelite by its designers. Genres in video games are often subjectively established. They serve to create expectation for the players. Thus, I thought I would play a rather usual roguelite, in which the overall story stays in the shadow of the game world's mechanics and the replayability we get with this genre. However, I delved in a game filled with dialogues, actual plotlines leading to resolution, and a main narrative arc. Yet it was still a roguelite, with its mechanic around death that put us inside a loop where we must redo the game each time we are vanquished.

    I thus played a game that cleverly merged its narratives with the gameplay. A relationship I had not put much thought into until now. It was appealing to me because I have always been fascinated by the stories video game made me experienced. Hence, when I was introduced to game studies, it compelled me to further explore this relation, investigate how video game stories were told. Not just as a player, but as researcher that feels the need to understand how it works. Whereas I was very familiar with video games, it was not the case with game studies. The field of research was mostly unknown to me, especially regarding the pre-existing theories it had developed for many years. That is to say, it represented the main difficulty I had to face. I needed to familiarize myself with a lot of previous works and approach the theoretical concept that surrounded the medium. Since video games have taken huge technical leap (in every part of the game design) over a «short» period of time, I had to pay particular attention to the period in which these works were carried in order to avoid any kind of misleading direction in the thought process.

    Eventually, guided by my thirst for knowledge for the medium and my attraction for its stories, I chose to study video games narratives' structure. More precisely, the object of my research is the narrative relation between the game and the player, how narratives occur through

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    the act of play. Although Hades was the stimulus that motivated this work, I decided not to solely focus on it. Instead, I extended my research through several games thus relying on three major ones including Hades, Sea of Thieves (Rare, 2018), and Final Fantasy XIV (Square Enix, 2010). For starters, the premise of my work is that every video game has narrative values. Whether it is through the writing, the gameplay, or even the environment they put players in, each one of them deliver a narrative experience. Moreover, addressing different games enables to highlight the diversity in storytelling devices; the craft of their storytelling relies on many, if not all, the elements they are composed of (game design, level design, sound design, etc.). These games were thus selected with a need to approach narratives from different angles and encompass a rather large scope. They have also been chosen by taking into account their «community's» activity, to ensure that I would be able to gather sufficient data. Thus, I excluded games demonstrating very low player base. Plus, I directed my focus on them as they were on the press line of sight: to obtain as much empiric data as possible, I chose these games which were reviewed, analyzed or just discussed to some degree within the video game press.

    Given the multiple narrative properties of these games we might consider, I devised my methodology around «participant observation.» It allowed me to conduct my research as an active unit within the games (a player), rather than being a sole external observer. The purpose was to observe the world in which players play «but also participates at varying degrees» (Nardi 2010, 28) in order to understand the player practices in it. Since the participant observation aim at an overall better comprehension of a game's world and its players, the methodology usually includes data extracted from players interviews. Rather than direct exchanges, I collected the data using two main sources: the games' dedicated subreddit and their official forums, from which I sampled a certain number of posts. The sampling process targeted player's shared experience with the games, that I intend to compare with my own observations.

    Whilst I used references from game studies, especially to strengthen the theoretical framework, I also supported my research with multiple press references and insights from developers. Again, given the evolving nature of the medium, I mainly focused on a rather recent period, broadly ranging from 2010 to 2022. Of course, I did not disregard earlier works. Though many of them display analysis which cannot be applied to current video games, they remain particularly relevant, especially for the different definitions surrounding the medium. Readings from prominent game studies figures such as Jesper Juul, Ian bogost or Aarseth Espen provided me with precious knowledge that certainly helped to produce this thesis.

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    Throughout the whole work, I intend to develop and back my arguments using meaningful examples from a large ludography, specific mechanic of gameplay and screenshots from the games. My objective is to explore the devices video games used to tell stories through a thorough analysis of some of them. The games I selected are meant to provide a large ground of study according to their distinct design. The notions of progression (linearity) and emergence are thus confronted and used to demonstrate how narratives form throughout the player's experience.

    Ultimately, my studies will be guided by one query: How do narratives intertwine with the act of play and forge the play experience?

    In order to properly conduct the following analysis and examine the various elements brought by the research; the thesis is divided in two main sections. First is the study of narration within the game studies pre-established concepts and from the codification adopted in the industry. I will focus on the inherent relation that links the act of play and the narratives. Through an analysis of Hades, I will expose how a video game can tell stories through gameplay. It is about investigating the relation between the gameplay and the narratives, and how the player is incorporated in it.

    The second, more consequential, section will explore storytelling using the prism that is the open world design. It will allow to highlight the narratives occurring when the player is put in free navigable space. Firstly, from a participant observation conducted in Sea of Thieves, I will also demonstrate the nature of emergent narratives, how it shapes the player's experience through the possibility space that enables freedom in play activities enactment. Then in a second step, I will further expand the theoretical framework with a deep analysis on the avatar as a character. It will focus on its immersive properties, but also the influence it has on the player's perception regarding a virtual world. Among other confronted examples and academic insights, Divinity: Original Sin II will serve as the basis for examining the avatar-character in the RPG genre.

    Eventually, the last part of the thesis will focus on the MMORPG and how this particular type of game extends the medium's narrative scope, notably through its social dimension. Using Final Fantasy XIV as the main empirical source, I will examine the act of play in a social environment and what it entails regarding the narratives and the personal story players fashion from it. Depicting the player in the position of the author within a whole community, the game

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    further extends the emergent narrative possibility. Furthermore, with the «endgame,» we will approach an MMORPG aspect which enables to create personal stories intertwined between the game and its community.

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    I- Video games and narrative: a story of interactivity and players

    Narratives in video games are a much-discussed matter in game studies - and have been since before the field first gained recognition. With the medium's growing reliance on strong narratives, it has increasingly drawn the attention of the academic community, scholars who seek to investigate video games as storytelling devices and theorize the nature of their narrative (Koenitz & al. 2013). After all, unlike other media, video games deliver a story through the player's input: the different techniques for telling a story involve different approaches in the role the player play within it. On the GDC (Game Developer Conference) podcast of March 2021, Creg Kasavin, Creative Director and writer at Supergiant Games (Bastion, Pyre, Transistor...) shares his view about storytelling in videogames:

    I think we have certain value in common from game to game. We are always interested in that sort of interconnection between the interactive experience and the narrative experience in context. How can we tell stories in a unique way that would not translate to other media? How can we take advantage of what is unique about games in our approach to storytelling (Kasavin 2021)?

    To recount a story through a video game is to invite the player to unfold said story by interacting with the world it is set on. Here, Creg Kasavin introduces the connection shared by narrative design and the act of play: contextualizing the game's world, its story and the gameplay mechanics altogether, for the sake of the player's experience. I intend to observe and study this relation in Hades, for it is a game that made narrative its primary strength despite belonging to a genre that usually ignore that aspect. The analysis that will follow will be focused on how the game's story contextualizes the mechanics for the players, how it is «told», as well as the methods used to keep the player engaged with that story. But first, I believe it is crucial to understand how video games storytelling works, the rhetoric of narrative elements and their synergy with interactivity, and how the plots (the events) thread the narratives and form the actual story.

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    A- To narrate a story while playing, to play while narrating a story

    Understanding video games as a storytelling medium can be difficult, to say the least. A vast array of theories surrounds the notions attached to the subject, which animated debates in the mid-2000. Ultimately, story and narrative are shrouded in a certain vagueness when one tries to extract a precise definition.

    To comprehend how a video game story is told, and how it resonates with the player, it is then essential to establish a framework for «narrative design». Moreover, for the purpose of studying player's creativity in relation to a game, we will see several narrative methods and how they are used. Examining the tensions between narrative and interactivity will then enable a deeper reflection on how a game resonate with the players, and shape their experience.

    To tie gameplay and narrative together, a work of narrative design

    To pinpoint the exact role of a narrative designer is no easy task. By observing numerous video game studios, it appears that the scope of that job remains quite large, and depends on several factors: studio's size, country, type of game, etc. (Manileve 2021). There is also dissension among those who share the label: what it means and where the responsibilities lie can be specific to each individual. Writers and authors sometimes see themselves as narrative designer, as their responsibilities lay beyond basic writing.

    In an article from Ubisoft Stories, in which several narrative designers were interviewed, Sarah Beaulieu, Associate Narrative Director at Ubisoft, highlights the disparity of opinions among the industry:

    Ask 10 narrative designers to describe their job, and you will get 10 different answers. Without going into the more technical aspects, I think the narrative designer is a sort of hybrid, cross-disciplinary role that spans across game mechanics and narrative. (Beaulieu, 2021)

    As it serves both gameplay and narration, narrative design encompasses a wide range of functions. However, it is not uncommon to have the narrative designer associated with other roles, especially with writers--particularly outside of English countries, where jobs terminology shows even more disparity, since in the first place, many fields of expertise in the game industry do not necessarily possess a commonly accepted term (Fregonese 2017, 25).

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    Indeed, both the narrative designer and the writer are dedicated to the story, and it is true that the line that separates the two often appears blurry. Julien Charpentier, former Narrative Director and current Editorial Narrative Advisor Senior at Ubisoft, underline the thin barrier between the two roles:

    I like comparing my job to that of a writer. When an author starts writing, they systematically go through three different phases: researching, planning, and drafting. In video games, writing is split in two halves. The scriptwriter drafts the script and the narrative designer--or director-- maps everything out. Of course, it isn't clear-cut, and the roles can overlap, but narrative design is mostly about wielding game systems (Charpentier 2021).

    That is to say, the use of the term within the industry (and to a certain extent, by scholars) lacks the precision that would otherwise enable an accurate definition. Nevertheless, narrative design does have a role in the game development ecosystem. According to Eric Stirpe and Molly Maloney, respectively Writer and Narrative Designer at Telltale games, writing «is responsible for the characters,» while design «is responsible for the player,» mentioning among other things that the latter prevents «mechanics from feeling different or out of place with the narrative» (Maloney & Stirpe 2020). In that sense, narrative design is the bridge that connects the story with the game systems, and by extension, the player. It is what allows the narrative to make sense out of the gameplay, and it «uses the gameplay and all visual and acoustic methods to create an entertaining and stimulating experience for the player» (Mauger 2010, 10).

    That intrinsic relation between narratives and gameplay appears to be one of the narrative design's cores. The designer is in charge of harmonizing the game design with the story, and has a hand in every corner of the development team, wherever the story is concerned (sound design, level design, quest design, etc.). This can be observed in various job applications, in which studios give a rather precise description of what they expect for a narrative designer. For that very purpose, I extracted three of them, from Remedy Entertainment, Kochmedia and Amazon Game Studios:

    · If you like the idea of taking ownership and creating compelling, engaging, and memorable narrative gaming experiences, through designing and scripting key narrative gameplay systems and content, then this job is for you! (GameJobs 2021)

    · Become a creator, guardian, and advocate of the story, characters, tone, and storytelling engagement. Team up with game designers to implement and execute all narrative aspects through mission, level, and game system design. Design interactive narrative game systems to create a compelling, emotional gameplay experience. Collaborate with writers and editors to

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    write, edit and implement game text and dialogue. Shape the game world and its characters' tone, maintaining its consistency throughout the game (Koch Media 2021).

    · As a Narrative Designer, you'll be responsible for conceptualizing, writing, and supporting the implementation of quests, dialogue, lore, and characters in New World. You will work collaboratively with quest designers, world builders, character designers, and level designers to create engaging gameplay experiences. It will be a combination of your experience and an understanding of narrative fundamentals for MMO and RPG quest design that will define success (GameJobs 2021).

    Though it is clear that their role consists in branching the story, they also have the task to guarantee its consistency with the other game designers. In each of these three applications, the Narrative Designer not only manage storytelling, its implementation across the different section of the team, but they undertake the creation of a gameplay «experience,» highlighting here again their responsibility towards the player's experience.

    Narrative design works like a hub for every narrative element in a video game. It coordinates information relative to the storytelling between each other creators. A narrative designer asserts that they get a good understanding of the game's story and subsequently allow them to transcribe it accurately in their respective field. They can thus explain the atmosphere that should emanate from a particular section of the game to the Level Designer, or can describe a specific mood needed at a given time to the Sound Design team. Even so, the role of a Narrative Designer remains dependent of the development team's size, but also its needs. For instance, Florent Maurin, head of The Pixel Hunt studio (Inua--a Story of Ice and Time, Enterre-moi Mon amour), explains that they barely use the term «narrative design,» stating that as a small independent studio, they «don't really need to structurally differentiate between narrative design, game design, and scriptwriting» (Maurin 2021).

    Overall, Narrative design may well be the jack of all trades--just like Game Design-- supervising each part of the creating process to ensure that narrative and gameplay are in a state of symbiosis. Narrative design then refers to the branching of an interactive story that uses gameplay and design tools to create coherent yet stimulating narrative for the player's experience; that would be the definition I believe suit narrative design the most, and the one I shall use for my work. Still, it is essential to keep in mind that the definition retains its porosity, and it is not my intention to set it in stone. Nonetheless, it is the framework needed from there on, that will enable to explore deeper narratives within video games.

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    Narratives in video games: show, (don't) tell and play

    Down the line of Narrative Design is, of course, narrative, which one can broadly define as the art and manners of telling a story and connect events within it. Scholars were (and still are) very passionate about the term--whether we talk about video games or not--and which animated strong debates, most famously in the early 2000s, regarding whether games can tell stories (Juul 2001), with ludologist on one side and narratologist on the other. Since then, game studies, as an interdisciplinary field, has moved away from this binary view, and developed its own array of theories, with the premises for us to consider video games as neither «purely narrative nor purely ludological» (Cheng, 2007, 15). In the course of my work, I do not intend to reiterate debates around narrative, even more so since it remains at the heart of many studies in literacy as a whole. Nonetheless, for a global comprehension of video games as a narrative medium, one needs to comprehend the rhetoric of their narratives, how it is intertwined with both the players and the gameplay.

    The video game industry evolves at a fast pace: should we even limit our observation to a single decade, the medium's transformation remains visible. Minus the obvious technical feat, video games are now capable of deeper and more complex stories, to the point that «story-driven» (or «Story-rich») often comes out as a genre--or at least a category--as it is the case on Steam for God of War (Santa Monica Studio, 2018) or Marvel's Guardians of the Galaxy (Eidos Montréal 2021) to name but two examples. Sony's PlayStation even focuses on this «type» of games, stating their commitment «to strong narrative-driven, single-player games» (Gamesradar 2020). From the first steps of the creation, the story elements represent the core of the design and tend to affect both the worldbuilding as well as the gameplay (Picucci 2014). Beyond the player's appeal for those games, that tendency demonstrates a clear strengthening in writing, directing, and needless to say, narrative over the years.

    But as Espen Aarseth pointed out, games are not just games, «they are complex software that can emulate any medium» (Aarseth 2012). Consequently, to summarize narrative as I did above is too simplistic--while not entirely inaccurate. Video games' narratives, as I mentioned earlier, extend throughout the other part of the creating process. Besides recounting the events that form the story, narratives delimit the frame of the game, the background and blend them within its rules. Each and every task the player performs potentially becomes part of the story. In Ori and the Blind Forest (Moon Studios, 2015), we quickly encounter areas that are

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    inaccessible. In order to reach them, we need to progress through the game and return with the right abilities or tools--one of the core principles of what is called metroidvania1. The designers use rules to constrain the players and coerce them to «come back» later while at the same time, applying narrative elements for the character's growth (Ori). Therefore, these elements inevitably reflect the player's progression, which in turn becomes not just a gameplay mechanic but also a prominent element in the story's structure.

    Compared to what they were when they debuted as a mainstream medium, video games have now «matured and does not solely relate stories through text anymore» (Fregonese 2017, 52, my translation); whether it is a linear narrative with a straight chronological order or a branching narrative that uses players' choices to work the story like a tree diagram, video games embrace many different narrative forms with their specificities, their own purposes, and take advantage of the design diversity the medium can enjoy. Although that multitude of narratives is by no means standardized--interpretation and terminology remaining dissimilar between individuals in the industry and in the academic field--I will use the narrative denominations found in Pierre-William Fregonese's Book, «Raconteurs d'Histoires : Les mille visages du scénariste de jeu video,» which I believe accurately describes the forms broadly used by developers:

    · Textual Narrative

    The most basic narrative, which develops the story and events through writing. It encompasses dialogues, quests and in-game documents like books, letters and every other text which nurture our knowledge about the game's world. In the simplest form, we find that narrative style within almost every game, to various degrees. Still, the RPG genre probably use it the most, since it tends to seek a very detailed worldbuilding. A good example would be Divinity Original Sin II (Larian Studios 2017); with its deep roots in tabletop RPG (mostly Dungeons and Dragons in that case), the game strongly relies on dialogues and the multiple choices the player can make out of them. The staging essentially happens through texts, with a narrator describing most of the actions, whether it is the player's or NPCs'2. On top of that,

    1 Metroidvania is a portmanteau word that take its name from the games Metroid and Castlevania. It is a genre (or subgenre) define by interconnected level design, back and forth progression (backtracking) marked by the discovery of items and abilities, and the presence of RPG elements (Gamekult, Loop, 2018).

    2 «NPC» is an acronym that stands for «non-playable character». It designates every character in a game that is not under the control of the player.

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    details about the lore can be found among an enormous number of books and various other types of written work.

    · Environmental Narrative

    A style of storytelling whose presence has grown along video games' technological advancement. Environmental narrative focuses on indirect elements that shape the world the player is exploring. It is «the art of arranging a careful selection of the objects available in a game world so that they suggest a story to the player who sees them» (Stewart, 2015). In a broad sense, it is the story (more like "a sequence of events») related by the environment and all elements that belongs to it. It can refer to NPC talking to each other on the background, the background itself (the design it displays), cutscenes or even specific colors--like the stages in Hades (Supergiant Games, 2018) that each display a distinct hue. Through a single look at Night City in Cyberpunk 2077 (CD Projekt, 2020), you understand the kind of world you set foot on: the explosive number of ads displayed absolutely everywhere, the characters' behavior, their design... With those elements, the player's imagination has the needed groundwork to grasp the world's stakes, and what it means to «live» in it.

    · Cyclical Narrative

    Cyclical (or circular) narrative refers to a story that connects its ends to its beginning, thus making a loop. It works more or less in the same way for video games: the cyclical narrative is based on «renewal» and «replayability,» with the story expanding each time the player starts the game over; usually in what is commonly labeled «New Game +.» The Soulsborne3 series by From Software uses that principle, with the player facing stronger challenges and discovering new elements every time they finish the game and starts again, therefore extending their experience. Other games integrate that type of narrative as an inherent part of the storytelling, as it is the case for NieR: Automata (Platinum Games, 2017). Each «new game» let the player discover the story through a different point of view, with a different playable character or with new events. They are compelled to see the game through the end several times in order for the

    3 «Soulsborne» or «Souls Series» refers to the series of game developed by FromSoftware, which includes Demon Souls, Dark Souls I-III and Bloodborne. Players and journalists came up with the label since they share very similar game design.

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    true ending to be unfolded. Most roguelite games such as Hades would also serve as good examples. They rely on a gameplay loop where the player redoes the game. With Hades, they start the game all over gain whether they fail or not; each time they do, they progress through the narratives, obtain more skills, weapons, and learn more about the game's lore.

    · Emergent Narrative

    Although we will see emergent narrative in more details later on, that type of narrative aims at providing unique experiences to each individual. To put it in a nutshell, the storytelling is essentially made by the players through the variety of interactions at their disposal. Sea of Thieves (Rare, 2018) offers above all else the possibility for players to live their own story (alone or with a crew) within its world. Most of the time, they are making their own objectives (treasure hunt, naval battle, exploration, etc.) and use everything they can (like playing music, getting drunk or fishing) to shape a unique experience each time they play. Hence, the player is in charge of the story and its direction, free of any intervention from the authors (Chauvin, Levieux and Donnart, 2014). The strong appeal here is the replayability it generates, since the player's actions stimulate a persistent world in which they will often create unexpected and memorable situations.

    · Procedural Narrative

    Among the narrative style presented here, procedural narrative may be the hardest to tackle, especially because this type of narrative is quite recent--at least in its common usage to describe a game's narrative--and has yet to truly display its potential. More often than not, procedural narrative is mistaken with emergent narrative, since both of them seek the unique experience of the players. But while emergent narrative let players create their own story with numerous interactions allowed by a few simple rules, the procedural relies over more or less complex algorithms which generates narratives ensuing from players' action. In other words, it is reactive stories (not branched nor pre-written) that responds to one's way of playing. Back in 2016, No Man Sky's built-up player's anticipation over its supposedly infinite universe with randomly generated planets that called for never-ending adventure. Though reality came knocking at the door pretty fast at launch, notably with the complete randomness of planets'

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    wildlife that displayed unfathomable creature4, players could indeed visit entire galaxy with not a single planet resembling the other. Perhaps a more relevant example would be Watch Dogs: Legion, seen as the «most ambitious blockbuster attempts at procedural storytelling» (The Verge, 2021) in recent years. The gameplay revolves around a recruitment system that lets you play almost any NPC in the game, each with their own generated background. Of course, it does not alter the game's main story, but the system adapts itself to the players.

    The list of narrative presented above is not exhaustive and reflects but the most prominent types. Moreover, as stated by Espen Aarseth, «there can be no single mode of narrativity in entertainment software, given the diversity of design solutions» (Aarseth, 2012). Indeed, most of the time, they are products of various combinations. For instance, and as far as this list is concerned, Dark Souls (FromSoftware 2011), or any Soulsborne for that matter, also falls within the environmental narrative. The game relies on its strong level design that put an emphasis on a well-organized world; the players create connections between different areas «that display distinctive tint, enabling [the players] to easily recognize them and associate a name to a color» (Gamekult 2018, my translation). At the same time, the game also uses basic script narrative elements: every item's description contains a glimpse of narrative, cleverly places next to the item's effect that players will eventually seek out.

    The goal here was not to try to list every type of narrative there is, but to illustrate the idea that video games possess many tools for storytelling purposes, that embrace the medium capacity to stir together several art field. Accordingly, their means of conveying «messages» to players are quite large, and expanded even further by the fact that the said players interact with them. In that sense, the premise of my research is that every game is narrative in its own specific way.

    4 One of the problems with procedural can be the complete absence of fixed design, whether it is the world or its characters. In No Man's Sky case, it resulted a severe lack of coherence, especially with the wildlife.

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    Player's agency: to interact or not

    When we talk about narrative ability, we usually mean storytelling in the broad sense: a story that is told to us. However, video games do not necessarily aim at telling any sort of story; in the medium's early days, one could say it was not even considered, as we observe Space Invaders (Taito, 1978), Pac-Man (Namco, 1980) or Pong (Atari, 1972). Nowadays, there are still numerous titles that have no intention to relate a story properly speaking: Rocket League (Psyonix 2015), Fortnite Battle Royale (Epic Games 2017) or Minecraft (Mojang Studios 2011) to name but those three, are all about the «immediate» experience, thus not bothering themselves with specific plots. Although they also use narrative devices, the story mostly forms through the player's own experience.

    In his essay «La narrativité vidéoludique: une question narratologique,» Marc Marti explores the relation between the game and the player through narratives:

    Empirically, video games are therefore both based on a static, pre-established and scripted narrativity, and a dynamic storytelling produced by the player interaction with the game. The combination of the two is what constitutes video game narrativity [...] As narratologist, we postulated that video games always had a narrative basis, but at various degrees (Marti 2014, 12, my translation).

    In a media that involves interactivity, storytelling operates differently from «traditional» media--like books or movies. Game narratives must take the player into account, in other words, the fact that the game's story progress with the player input--the amount of interactivity influences how narrative elements are set. That tension between interactivity and narratives grants agency5 to the players that allow them to become storytellers themselves. That is also why the definition I exposed earlier for narrative was a bit off the mark. Video games, though they can perfectly use narrative to convey a particular story, are also able to simply deliver the groundwork for the players to make their own.

    The case of Minecraft can provide insights in that regard. The game is very simple: a giant sandbox in which you can build your own world with (almost) no limitation but your imagination. Although there are things to explore, there are no quests, no characters (besides

    5 Agency is the degree to which a player is able to cause significant change in a game world (What Games Are, https://www.whatgamesare.com/agency.html#:~:text=Agency%20is%20the%20degree%20to,the%20world%20 with%20every%20action). In other worlds, agency represents the differences the player can make when interacting with a game.

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    you) and, of course, no pre-established plots. Minecraft puts the player in an environment where they are by themselves from the beginning and have to exploit their own creativity to survive -- depending on the mode they are playing--and craft their world.

    In his essay «Minecraft and the Building Block of Creative Individuality,» Josef Nguyen assimilates Minecraft to island narratives, arguing that the isolated geography entails the player's creativity through a simulation of «Crusoe's Island»:

    Minecraft participates in an enduring narrative tradition that deploys the island, or similarly isolated geography, as the experimental setting to negotiate tensions between the individual and the social in the development of creative subjects [...] Minecraft and its two primary playing modes--Creative and Survival--enable players to experiment with various environmental and sociopolitical conditions imagined in island narratives (Nguyen, 2016).

    By being in an isolated environment, the player, thus in total autonomy, experiment as an «inventive subject». They create «their own social and environmental conditions»: the narrative aspects of the game become solely their own, build over time with their world, along with the numerous events that occur in between--the basis of what we named above emergent narrative. The player fashion their story through playing.

    The key point here is the agency given to players. In the case of Minecraft, they can shape the world as they see fit: they hold the reins throughout the entire course of their play session. Henceforth, with full agency for the players, the game loses part of its ability to be the storyteller itself. It then relies more on indirect form of storytelling (mainly environmental) set by its world building. This particular tension between games and players, where one forfeits their role as a storyteller over the other, is explored by Sky Larell Anderson in his study:

    Agency to tell a story oscillates between the storyteller--in this instance, a game--and the interactive participants--namely, the players. The more agency that interactants possess, the less agency the storyteller has to construct the narrative. (Anderson, 2018)

    Conversely, story-driven games intentionally limit players' capacity to interact within their worlds, with the object of keeping them invested with the narrative arc. Hence the use of cutscenes, which deprive the players of any interactive capability; they interrupt the gameplay in order to provide narrative contents that they cannot alter.

    The same idea lies behind particular sequence that wants the player to feel and contemplate instead of playing. A remarkable scene in NieR: Automata illustrates my point quite well. After hours and hours playing as the android 2B, one of the three main characters, a

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    virus infects you and corrupts your system. Slowly, you lose the abilities you had enjoyed since the beginning: your screen glitches more and more, you become unable to even run but still have to try to avoid enemies; at some point, you can only see in black and white. Ultimately, you cannot play at all: your character stops moving which led to cinematic that marks the end of the game as 2B.

    The whole objective behind that memorable and powerful scene was a deep emotional engagement from the player, by taking away what they thought was granted. As they lose their power of interaction, cleverly displayed by the game in a step-by-step process, they steadily start to play without actually playing. One can see it as a sort of narrative break meant to involve players in a specific sequence of events, without completely cutting them off from the game like a cutscene (Fregonese, 100). The tension between interactivity and narrative unbalances itself in favor of the latter. The interactivity gradually becomes «fake»: though players can still act, they are only given the illusion that they are still control.

    Some scholars like Sebastian Domsch refer to this feature as «event trigger.» Players, by performing a specific action--usually spatial movement--trigger a «narrative relevant event»:

    Most often, the trigger is connected to the player character's spatial movement, that is, an event is triggered when the player character enters a specific space. The event itself is a scripted sequence, but in contrast to a cut-scene it happens within navigable space and without an interruption to gameplay time [...] The design is to create the impression that an event happens by chance, though usually exactly at the narratively and dramatically relevant moment. [...] While many game design features attempt to create the illusion of agency where there is none, event triggers are largely used to veil the fact that the player actually does have agency over the happening or not happening of a specific event, while at the same time hiding the fact that the event is in no way contingent, but determined. (Domsch, 41)

    More than just taking away players' control, an event trigger creates the illusion that they still have it. In Nier: Automata's example, you actually can move until the last seconds of the event, yet your actions cannot change the outcome: the character's death. The players are still in a state where interaction is permitted--unlike with a cutscene--but the denouement actually happens through a narrative straight line.

    Event triggers address some of the problems that a game encounters when it seeks to communicate narrative events from the gameplay standpoint. In his study, Cheng Paul explains the need for games to «balance the delivery of narrative information against the notion of player agency» (Cheng 2007, 21). Because for a story to be unfolded, game designers need specific

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    actions from the players. The agency provides players with a certain margin of actions, they de facto «don't always do what designers need or want them to do.» That is the core idea behind cut-scenes: remove their agency (their access to the game's interface) to advance the game's narrative. But the mere use of cut-scenes raises another problem which is the passivity it induces; though it is often perceived as reward upon achieving a meaningful action, an overabundance of cut-scenes or wrongly placed ones can break a game's rhythm and build up players' frustration over their deteriorated experience. Event triggers spare the game's pacing from being unnaturally altered, while at the same time «guarantee that the players actually get to experience events without feeling that they are forced to do» (Domsch 2013, 42).

    Eventually, video games rhetoric works around the agency given to the player. The designers structure the storytelling and the whole story into interactivity either for the player to unfold the events through their actions (Piccuci 2014) or to create their own. In any case, there is a «dialogue» between the designers and the player that form the overall narratives. Exploring a game through this perspective, we are able to comprehend the basis behind the story delivery.

    B- Hades, a story to die for

    Again, narrative design in video games is all about cleverly blending the narrative ropes within the gameplay to shape a coherent and meaningful experience for the player. Story and plot unfold following player's progression; in other words, narration in video games is «a collaborative act between game designers and players» (Picucci 2014). Hades represents a perfect example to explore that dynamic. Its affiliation to the roguelite genre induces the use of a specific storytelling process, delivering a storyline imbedded in a «loop» where player's failure is expected. In other terms, Supergiant Games' title emphasizes the procedural rhetoric, a concept coined by Ian Bogost that describes how "rhetoric functions uniquely" in video games and defines it as such:

    I call this new form procedural rhetoric, the art of persuasion through rule-based representations and interactions rather than the spoken word, writing, images, or moving pictures. This type of persuasion is tied to the core affordances of the computer: computers run processes, they execute calculations and rule-based symbolic manipulations [...] More specifically, procedural rhetoric is the practice of persuading through processes in general and computational processes in particular. Just as verbal rhetoric is useful for both the orator and the audience, and just as written rhetoric is useful for both the writer and the reader, so procedural rhetoric is useful for both the programmer and the user, the game designer and the player. (Bogost 2007, preface IX, 3).

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    Procedural rhetoric designates video games' capacity to tell a story through repeated processes and interactions, to create the tale from the gameplay. As underlined by Fregonese , this specific rhetoric can be "applied by emphasizing on success or failure, obedience or disobedience" (Fregonese 2017, 84, my translation).

    Hades purposely relies on its gameplay loop to create a narrative tension: success and failure both intertwine with the story. The player must repeat a specific process which further unfold the story each time. My intents here is to investigate this particular relation between gameplay and the narratives, and the place of the player in it. Moreover, we will determine the roguelite's code, and how they were transposed as narrative tools in the game. Then we will analyze the main character of the game, his reflection of the player's experience, before focusing on the methods used by the studio to ensure the narrative continuity.

    Death as a narrative feature: Hades, the roguelite

    Hades was created by Supergiant Games and launched on September, 2020. As displays on the game's Steam page6, the game is a roguelite, action-RPG, dungeon crawler, where you take control of Zagreus, son of Hades, and attempt to escape the Underworld. To do so, you get help by the gods of Olympus who grants you various power-ups.

    Before going any further, we have to properly define roguelite, since the game essentially revolves around that component. In the first place, genres in video games are hardly normalized; they always change over time, never to have conventions set in stone. That is not to say they cannot be defined; however, their definition sustains some porosity over one's subjective experience--which is why the displayed genres for a game tend to change from one video game platform to another8. Genres serve to create expectations over specific elements for the players. With this in mind, I have no intention to impose my definition; the goal here consists in the extraction of a roguelite's main characteristics and what the label entails.

    6 https://store.steampowered.com/app/1145360/Hades/

    8 For instance, while Hades is labeled as an action roguelite on Steam, it is only referred as action RPG on the Epic Games Store https://store.epicgames.com/en-US/p/hades?lang=en-US

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    Roguelite derive from roguelike, an RPG subgenre named after the 1980's game Rogue, and share most of its characteristics. In 2008, roguelikes were attributed specific factors at the International Roguelike Development Conference. The conference's attendants defined Roguelikes with what is known as the Berlin Interpretation:

    · Procedural generation of the game world: the stages, items and placement of enemies are random.

    · Crucial management of resources such as health point and gold, in order to survive as long as possible.

    · Game uniformly grid-based. Whether it is the player or the enemy, each occupies a predictable space (a tile).

    · The game is non-modal: every action (movement, combats, etc.) takes place in the same mode

    · Turn-based game: each command is attributed to a single action or movement. There is no time limit to perform an action.

    · A punishment system (usually permadeath) that forces the player to start again at the beginning every time they die or fail the objective.

    · Layers of complexity that allow several solutions to a single objective.

    · The player is compelled to conduct careful exploration and discover usage of unidentified items, which has to be done anew every time.

    · A Hack'n Slash game where it is the player vs the game's world. The player has no other option but to kill every enemy they encounter.

    The agreed factors listed above were but «an attempt to define the parameters of the genre» (Brewer 2020). Roguelikes at the time did not necessarily check all the boxes and today's games labelled as such certainly do not either. Dead Cells (Motion Twin, 2018), Risk of Rain 2 (Hopoo Games, 2020) and Neon Abyss (Veewo Games, 2020) all display the tag «Roguelike» on their Steam Page, while being neither turn nor grid-based. The genre now largely exceeds the frame of the Berlin Interpretation, which was already porous to begin with. Which is why RogueBasin, a community website entirely dedicated to roguelikes, provides a distinction between roguelikes and «traditional roguelikes». The latter which refers to games «with a strong focus on Intricate gameplay and replayability», an «indefinite amount of time» for the player to «make

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    a move», and «provides new content and challenges on every run» in an «abstract world representation using characters or simple sprites» (RogueBasin).

    Most of the recent roguelike games are easily distinguished from traditional ones. Still, they undoubtably uses some of their core designs, notably the gameplay «loop» generated by the «permadeath system», the randomization of specific features and the management of resources, and a challenging experience. The combination of these elements creates a «die and retry» aspect; replayability is thus a high-value factor, since players are entailed to replay the game in order to complete it.

    Back to roguelite, this appellation designates an evolution that toned down some of the Roguelike designs, such as the «permadeath» which is not a complete restart anymore. Roguelite game are «colloquially known to feature certain elements of roguelikes, but presented in a more user-friendly fashion» (Brewer, 2020). A roguelite game displays a more forgiving game design, in the form of a meta-progression: even though «permanent» death remains a core element, the reset it ensues is not total and you still retain persistent abilities, items or upgrades that make your next attempt at clearing the game easier. You never truly restart form zero.

    So, while Hades falls in the «commonly accepted» roguelike genre - failure does mean restarting the game - it is considered a roguelite game since the player undergoes a progression: weapons can be upgraded, deepened relations with Olympus gods give access to more powerful boons, some resources unlock permanent perks, etc. I chose here to make the distinction, because the meta-progression is in fact the core of Hades. A major part of the game's world is built up using this feature; above all, the meta-progression is used as a storytelling tool.

    During my research, I took an interest in finding what made Hades a success. One of the reasons was because the game is referred as a roguelike, a genre that, all in all tend to discourage numerous players due to how challenging it can be. Hades is certainly not the first roguelite (or roguelike) to meet with success: The Binding of Isaac (McMillen & Himsl, 2011), Dead Cells and Into the Breach (Subset Games, 2018) among others are occurrences of roguelike that managed to do it too. Nevertheless, Hades seems to have had a stronger attraction on players that usually dislike this kind of games: When I went over the Steam review page dedicated to the game9, I noticed numerous players stating that they enjoyed the game despite having trouble with other roguelikes. In one player's review, we can read «Whilst I'm not a fan of these roguelikes, permadeath games usually, I have to say I'm very impressed with this game; others

    9 Hades's steam review page: https://steamcommunity.com/app/1145360/reviews/?p=1&browsefilter=toprated

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    wrote that they were «not one to play games in this style usually, but immediately took to Hades» or that it was their «first roguelike that [they] actually enjoyed.»

    While it is not unusual to observe such comment in players' game review, it did occur a lot in this case. So, I also examined the reasons Hades won over those players and what emerged the most was «how good the story was» with the narratives skillfully interlocked with the gameplay and the progression.» Most of the Press reviews also underlined those design elements. Gamestop's review stated that «the way story and gameplay intertwine makes Hades a standout roguelite» (Vazquez 2020). In the Gamekult's review, Gauthier Andres «Gautoz» states that all in all, the game is all about its story:

    It is the narratives that makes the [game's] world go round. We live and die for the new weapons, the gods' boons and the fresh cosmetics, but we fight for the story. Every fiber of that reinvented mythology and every intimate secret between two capricious gods is snatched by the arrow and the sword. Then, they come to feed a thick fabric of theories, characters to fully develop, relationships and surprises lovely prepared by the designers (Gautoz, 2018, my translation).

    Not only the story is what Hades focused on, but it makes sure that every detail about the plot, the characters and the world are to be accessed through the gameplay - the story unfolds with each attempt at clearing the game, whether the player fails or not.

    It appears then Hades's storytelling is what made the game particularly appreciated; not just for the story itself but for the skillfull merging of clear narratives and the roguelite genre that conventionally does not put story and plot in the spotlight. Hades makes its world and story shine in a genre where it is not expected.

    To hell and back again: playing the game, exploring the tale

    The main character, Zagreus, is determined to leave his father's domain and go to the outside world, not only because he wishes to be free of Hades but also because he intends to find Persephone, his birth mother whom he never knew. Along the way, the gods of Olympus send him messages and power-ups, for they are eager to see him escape and join them. Unfortunately, Zagreus's endeavor always ends with him dragging himself out of the pool of blood [Figure 1], only to try again. Because even when he manages to get out, he cannot live

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    on the surface but for a short amount of time. Whether Zagreus dies or manages to get out of the Underworld, he always returns to the starting point.

    Figure 1 - Hades, the pool of blood that symbolizes both the beginning and the end of the game.

    Strictly speaking, each player's run is doomed from the start. They are stuck in a loop they cannot broken out: whether they clear the game triggers a reset that entails the player to do it all over again. But for a game to keep the player playing in those circumstances, it needs to stimulate its replayability - the basis for a roguelike/lite game. I argue here that what compels the player to continually engage in Hades is the multitude of narratives ropes and all they involve.

    Supergiant Games earned its renown for its strong focus on narrative games; their modus operandi is to work «narrative and themes from the start» and not just create «a story and backsolve the gameplay onto it» (GDC 2021), for the sake of a good harmony between design, themes and story. On the GDC podcast, Creg Kasavin explains how they came up with Hades, their thought process behind its storytelling:

    Our mindset was «can we use this genre format to tell a story?» and a thing I would think about often is, even in the hardest core roguelike game, where it resets you completely to nothing from one playthrough to another, there is in fact something that you carry forward which is your knowledge of the mechanics in the game. Using your knowledge, you can get farther and farther. So, it was a fun thought exercise to think of a game premise where the character had the same ability. So, it leads you to «what sort of character would still remember what happened after they die? What about a character who's just immortal?

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    Surely, when we stated earlier that the permadeath system in roguelikes was a complete reset of the game, we could say that it is not entirely true. In each attempt at beating the game, the player gather knowledge, whether it is enemies' patterns, position of traps and secrets that allow them to do better the next time. It follows the die and retry principle (or «trial and error»), a gameplay mechanic for which the player is expected to use their death to choose a better course of action afterwards. The Soulsborne series of FromSoftware for instance is designed around it: the player is expected to die many times, but also to learn from their failure and overcome the obstacles. In essence, die and retry can be observed in the majority of video games, and represent a deep-rooted feature the medium evolved around. As Jesper Juul said, «we experience failure when playing games» (Juul 2005, 2), and above all, «it is the threat of failure that gives us something to do in the first place» (ibid, 45). Supergiant Games applied this principle directly to Zagreus, whose condition (son of a god) allows him to «defy» death: like the player, he experiences failure and acquires knowledge from it, and becomes stronger little by little.

    Zagreus is a character that mirrors the player: both of them are fully aware of the fate that awaits them upon reaching the surface/beating the game, but still choose to pursue their doomed endeavor. One character in particular embodies the meaning behind Zagreus and the player's action: Sisyphus [Figure 2]. Like all the others in the game, Sisyphus is an existing character in the Greek mythology. His myth portrays him as the most astute among men, who cheated death not once but twice by deceiving both Thanatos, God and personification of death, and Hades. For his defiance, Sisyphus was punished and forced to push a giant boulder up a hill for eternity, as it would bring him back down every time, he would reach the top.

    In Hades, Zagreus can encounter Sisyphus, accompanied by Bouldy (the famous boulder) [Figure 3] in the first part of the underworld; their discussions, I believe, exposes the philosophical meaning behind the game, should we talk about Zagreus's story or the player's experience. Indeed, in the same manner Sisyphus falls all the way down the hill after he reaches its top, Zagreus (and the player) always ends up in the pool of blood at Hades's chamber. Even what can be considered as the game's ending--the culmination of the main story at least-- Zagreus slowly goes back to the underworld during the credits. Then again, he is asked to

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    continue his escapes, under the pretense of testing Hades' realm security and upholding the gods' expectation towards him and distract them.

    Figure 2 - Hades, Sysyphus the tortured soul, an NPC encounter in Tartarus.

    Figure 3 - Hades, Bouldy, the boulder that Sisyphus has to continuously push up a hill.

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    As bleak as it sounds, Zagreus and the player willfully accept their task, because their quest is not fruitless. Like I have said above, the story unfolds for each break out and the main plot reveals itself whenever the player succeeds. The repetitive and supposedly futile endeavor is a central part of the narrative. Through narrative the player finds commitment; they embrace the inevitability of enacting the same venture again and again. And it is not solely about the main plot: as the player wanders through the underworld, they encounter various characters. For each time they cross their path, talk to them or offer them gifts, they deepen the relationship between them and Zagreus. Hence, the player learns more about the game's world while Zagreus forms connections with those characters. The overall development represents meaning: each escape attempt allows the player to strengthen those connections and in a more utilitarian aspect, offers them acquisition such as legendary weapons that bring new layers of gameplay.

    In that sense, enjoyment of the game «comes less from winning and more from just embracing each new attempt» (Alexander 2021). Whilst the roguelite's death mechanic create a tension between the narratives and the player's goal of clearing the game, narratives and gameplay blend together for the player to enjoy the experience outside of their goal. Along their many escapes, the player uses distinct weapons with several gameplay variations - each of the 6 weapons possess 4 forms - discover gods' boons combinations, secrets, and collect resources to further strengthen Zagreus or unlock new features. A multitude of elements is consequently used as narrative features, since they all make their contributions to the world and character building - weapons for instance belongs to gods or mythological heroes who will take notice of you wielding them.

    The son of Hades himself displays his overall enjoyment of the situation. With the tedious and madly repetitive task ahead of him, Zagreus nonetheless shows merriment . Once again, we can draw a parallel between him and Sisyphus. In Wisecrack's podcast «The philosophy of Hades», Dr. Kristopher Alexander assimilate Hades's Sisyphus to the one described in the philosophical essay «Le Mythe de Sisyphe», by French writer Albert Camus. He points out the absurdity of Sisyphus' task, but despite that eternal chore, Sisyphus fully accept his condition as shown in [] and in «his acceptance, he finds contentment, happily going about his task without ever expecting to achieve anything by it»(Alexander 2021). Indeed, Albert Camus, largely known for his work on absurdism, describes the pointlessness of Sisyphus goal to reach the hill - since he is bound to be dragged down to the bottom - but also that he finds joy in it. Happiness can be found in the meaningless:

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    Sisyphus silent joy is here. His fate belongs to him. His boulder is his thing. Likewise, when he contemplates his torments, the absurd man silences all of the idols [...] I let Sisyphus at the bottom of the mountain! One can still find his burden. But Sisyphus teaches superior fidelity that denies the gods and lift the boulders. He too judges that all is fine. This universe, from now on without master, does not seem futile nor pointless. All the pieces of this rock, all the mineral shards from the mountain full of night, all forms a world. The struggle to reach the top is itself enough the fill a man's heart. One needs to imagine Sisyphus happy (Camus 1942, 94, my translation).

    Even though this is a philosophical approach, it is interesting to see that Sisyphus mirrors Zagreus's endeavor, and by extension, that of the player. The latter goes through the same areas and fights the same foes over and over; as they become accustomed to the task, they progress further on, until they reach `the top.' The whole endeavor becomes a force of habit that is executed better each attempt, thus stemming satisfaction. The player can then continue to enjoy the struggle by making the task harder--a self-imposed difficulty with the game's heat system--and reenacting the whole process. Whilst the difference between Sisyphus and the player lies on the fact that the consecration of the plot and the story development as a whole serve as meaning, it is also true that those factors are here to induce the player to engage in a repetitive task.

    It surely demonstrates Supergiant Games's intention to embrace the roguelite genre while giving the player a true narrative experience; narratives and gameplay respond to each other in a game that is but an unbreakable loop. A loop that nonetheless keep the player engaged through a narrative continuity, as explained by Greg Kasavin:

    We are always trying to align the player experience with the narrative and it leads to having a character like Zagreus who can be serious one moment, self-deprecating another. Even though he has a lot of personality on his own, in some ways he is there to so to speak for the players' experience and just try to find that connection between the player's experience and the story. So, it all kinds of flowed from there, that idea «what if there was a Rogue Like with narrative continuity where every time you run into a boss, they remember you. You start keeping track who won this time, who won last time; it was fun to think about that as a starting point (Kasavin 2021).

    The more Zagreus tries to leave the Underworld, the more he becomes acquainted with the ones guarding it. Each encounter with the bosses offers pieces of interaction between them and Zagreus. Upon defeating the second boss of the game (The Bone Hydra) a certain number of times, Zagreus decides to nickname it «Lernie». Further on, the name is also for the player to see, indicated above the boss's health bar and on the post-victory screen [Figure 4]. It adds a sense of unity for the whole game: the player is still in the loop, but the game's world

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    acknowledges it. Zagreus' relationship with NPCs is not limited to «friends» but also concern some enemies, who remember being defeated by him (or not). The first boss Megaera, for instance, can be talked to afterwards, and the relation may evolve into a romance depending on the player's choice.

    Figure 4 - Hades, The Bone Hydra, second boss of the game. It is named Lernie after a few confrontations against Zagreus.

    At every turn the game seems to have something to say, even after the 100th run. Yet, it is very hard to witness a character that would repeat the same dialogue. That is to say, past the 70 hours into the game, they are still information and elements about the game world for the player to look for. The narrative cohesion is a central preoccupation for the game, it makes sure that the player stays on track with the world building regardless of how long they play the game. The interactions with the numerous characters are by no means unlimited, but the pace of the story almost entirely hides away those limits. As underlined by Gene Park in his article for The Washington Post, Supergiant Games «limited interaction to maintain narrative cohesion and immersion» (Park 2020). They made sure that the player would have a sense of progression, which is why they «can never talk to another character more than once per return visit» (ibid). It ascertains the replay value.

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    Again, Hades is the perfect specimen to observe the narrative relation maintain between the game and the player. The act of play generates a narrative tension which compels the player to progress through the game, and thus enact the replayability. Roguelite games are certainly not known for that kind of storytelling. Narratives in those games are usually more cryptic, if not hidden away from the player or delivered piece by piece through fragmented texts and environmental narrative, as in Dead Cells. Emergent narratives are also common, in Spelunky (Derek Yu 2008) with no NPC interactions nor dialogues, and an almost entirely generated world, most of the narratives are to be built by the player. Hades here allowed us to explore narratives through a "linear" and cyclical form, with the player embedded in a pre-established story. Gameplay and narratives intertwine to form the overall play experience: the game's rhetoric is based upon the player's repeated interactions through the gameplay loop. It indicates a straightforward storytelling for which the player only determines the pace through success and fail.

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    II- The world of a game: playground for personal narratives

    Until now we have mostly explored the tension among narratives and gameplay on the basis that the game tells a story in a consortium with the player's actions: it relates the events in accordance with their progression. In that regard, to complete a game is to respond to the developers' intentions, and apply to their storytelling ambitions. In his book Half-Real: Video Games Between Real Rules and Fictional Worlds, Jesper Juul, however, identifies two game structures with two ways of creating challenges for players: «emergence» where simple rules create variations and «progression» that entails challenges presented serially (Juul 2005, 5). A distinction that he emphasizes is not a categorization, but a mere description of two models that can, in fact, overlap with each other.

    Through Hades we investigated interactive storytelling in which the player mostly acts as a participant, meaning the authorship still lies primarily on the designers' hands; the player drives the plot as the hero but still follow a more or less straight line. But as we saw earlier, narratives in video games acquired many distinctive forms that result from the design of space in games, one of them embracing the «emergent» structure Juul mentioned:

    Emergence is the primordial game structure, where a game is specified as a small number of rules that combine and yield large numbers of game variations for which the players must design strategies to handle. This is found in card and board games, in sports, and in most action and all strategy games (ibid, 5).

    Emergence comes from the many possibilities the rules of a game offers. Simple rules lead to complex and often unforeseeable consequences (Arsenault, 2005) that escape the designers' expectations; the player interactions are not planned but rather an occurrence that creates novelty and surprise for them and the system. It is a rule-based system rather than a pre-scripted one. Strategy centered games for instance are susceptible to that phenomenon, since the players usually craft their own method to beat the game. According to Chauvin et al., emergent games possess «specific characteristics» for emergent narratives to happen, which are «coherence, agency, possibility space, uncertainty and co-authoring» (Chauvin et al. 2014).

    Emergent system is I believe best described using Tabletop RPG (or Pen and Paper RPG) as reference: the Game Master (GM hereafter) determines the full scale of the world and its rules, while the players can take any action redeemed possible in it. Therefore, narrative possibilities become unnumbered, the GM and the players' imagination stands as the only limit of the game.

    Video games labeled as RPG reprise this principle, with the role of the GM assigned to the computer system. The player takes control of a character--an avatar of their own creation or not--within a world where their choices become impactful. Their avatar thus represents a way into the story, the point of entry for the narratives (Murnane 2018, 39). Something the open-world, one of the most prominent level-design concepts nowadays, highlights: players appreciate freedom of exploration and approach objectives in a nonlinear manner. They are in control of character they project themselves into. Those games are cases where an overlapping of emergence and progression occur; they offer freedom whilst in a same time contains the player toward a main storyline. Especially in online multiplayer games with an Open-world set up, the vast environment in which players can freely navigate let them display «emergent behaviors.»

    A- A place of Freedom, living and retelling in the Open-World

    Open world games are particular regarding storytelling. In today's standards, the narrative

    process relies on the designers as well as the imaginary capacity of the player. Similar to

    Tabletop RPGs, narratives are generated by both sides: the GM (designers) crafts the world, its

    background and rules, fashions various plots alongside the player the live the game through

    their avatar. This narrative outline is referred as «narrative duality» by Cayatte Rémi:

    The specific feature of video games `narrative rest upon the possibility, if not the necessity, to have both sides alternately share the narrative responsibility, in a dynamic of cybernetic oscillation between two authors: the designers and the players. [...] Video games tell a story by allowing an almost simultaneous dialogue between the framework's creator and the players as the author of one or several plots of a game (Cayatte 2018, 12-13, my translation).

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    Cayatte applies this principle of narrative duality to the medium as a whole. The designers

    frame the world of a game; the temporality of the game and the unfolding of the stories depends

    on the players--as we stated above with Hades. However, open world games tend to embrace

    that conceptualization of shared authorship, with both the need of having the player follows a

    guided storyline and the necessity of giving them the capacity to fashion their own experience.

    With that said, the open world concept displays numerous forms; some focus on the

    player experiencing the game's world as a vast playground where the objectives are mostly

    their own. That is the case with Sea of Thieves, for which the experience around the player's

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    capacity to navigate anywhere they please from the get-go. Others like The Witcher III are more

    narrative-driven, they use the open world as a means to deliver a story with a stronger

    framework (Fregonese 2017, 127).

    Open world, the playground of emergence

    The concept of open world encompasses numerous codes and as it is, could be seen as

    ill-defined. Often label as a genre, it is more accurate to describe it as a form of level design

    that provides players a large playing area, the freedom of movement and exploration--no

    constraint on the direction to take--and the means to forge their own adventure. Typically,

    games with open world leads towards emergent gameplay, since the player is given a certain

    level of agency which enables them to have the game's world respond to their actions. Freedom

    is usually the word used to describe the promise of an open world game, and what is expected

    from the label. But that type of design exists on a spectrum: games use it on very different scale,

    for different purposes and do not necessarily answer to the same criteria. Should we take The

    Elder Scrolls V: Skyrim (Bethesda 2011) and Cyberpunk 2077: both are to be considered open

    world games, but their use of the design differs from one another.

    The open world in Cyberpunk 2077 is found in Night City; a very dense city and whole

    entity for which its role can be perceived as a character. The purpose of Night City is to immerse

    the player into a cyberpunk setting, to display the lives of the people who live in it. The city

    remains the core of the plot until the very end and constantly expose the game themes: disparity

    between people, power struggles between corporations, over presence of body transformations,

    etc. The player is supposed to witness the world's contradictions, the dystopia, to reflect about

    the high-tech era and what drives the various storylines. Night City directs the game' narratives,

    and frames the plot along the several quests--main or secondary. The city's omnipresence

    constantly affects the characters, how they act; the player deals with ubiquitous adds that expose

    human decadence, in part through the very invasive technology displayed in [Figure 5

    ]. Rather

     
     

    than being at the center of the experience, the open world structure serves the story and immerse

    the player through environmental and textual narrative for them to be confronted with the city,

    with the world it embodies. The open world is the narrative core of the game.

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    Figure 5 - Cyberpunk 2077, in-game ad in which a track and field runner appears to be in an F1 pit stop

    For Skyrim, the main idea behind the open world is the freedom afforded to the player. Though the player is imposed a strong narrative arc--their heroic destiny as «Dragonborn» and their role to be in stopping the dragon Alduin, the World-Eater--they quickly become able to navigate the world (Skyrim) as they wish. That is not to say it is not possible with Cyberpunk 2077, however, Night City, with how dense it is, is meant to be almost suffocating: the world influences the player more than they influence it. In contrast, Skyrim exhibits a more open space that calls for exploration, the limits of affordances are less defined--a difference in design that can be observed on [Figure 6] and [Figure 7]. The path of exploration in Skyrim, and by extension the order in which the sequence of events is running, is up to the player's discretion. In other words, the game encourages emergent narratives by letting the player experiences the world as they see fit. In his dissertation Emergent Narrative: Stories of Play, Playing with Stories, Eric Murnane notes that Skyrim's open world shines by its large possibility spaces, which generates many opportunities to form emergent narratives:

    Perhaps the most important part of emergent narratives is how unexpected they are. A game such as Skyrim is a large open world which the player is free to explore. [...] Possibility spaces in emergent narratives are, at their core, opportunities in the form of algorithmic randomness. It is the combination of these that make new and interesting narratives arise. With a large enough number of variables, the possibility space approaches infinity. This is certainly the case of a game like Skyrim. There are sufficient moving parts in this game that the odds of two players having the exact same play experience in game are staggeringly low. (Murnane 2018, 30)

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    The player is able to approach the game in a way that remains unique to them. The main plot will enact the same ending whatever happens during one's playthrough10, but the player decides how to get there. They can join the Guild of Mages and learn more about magic, the Thieves Guild, help the empire or fight it with the rebellion ... ignore any side and act as a lone wolf, chose to live as a vampire or a werewolf, etc. A multitude of actions with which the player shapes their adventure and determines its implication in the game's world. The main plot appears less important than the lore the player can have access to--a whole mythology, strengthened by the previous Elder Scrolls game. Skyrim's open world seeks to be the experience itself, along non-sequential narratives dispatched here and there, instead of a complete framework of storytelling (Fregonese 207, 128).

    Figure 6 - Cyberpunk 2077, City Center district of Night City.

    Figure 7 - Skyrim, region of Faillaise.

    10 Skyrim's epilogue displays discrepancies (mostly in the dialogues) depending on some of the choices available to the player. However, the main plot's finality remains unchanged.

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    With their affinity with emergent gameplay, open-world games are often occurrences that display an overlap between the two models described by Jesper Juul. Taking The Witcher III as another example: like Cyberpunk 2077, the game revolves around a rich story-- mainly due to the fact that it is adapted from Andrzej Sapkowski's books--that have a definite number of endings depending on how the player branch the narratives. Despite the variety of choices available to the player and the numerous plots that can branch the story, The Witcher III nonetheless depicts a storyline from a point A to a point B. Still, the player can easily ignore the main storyline for hours and hours, perform side quests in any order (most of the time) they want, hunt monsters, visit towns, etc. Also, contrary to The Elder Scrolls V: Skyrim, The Witcher III has much less personalization to offer: the player can only play as Geralt, while the gameplay frames the possibilities around the latter as a Witcher. Nonetheless, the player can build their own experience through the free exploration of the world. They can stumble upon a powerful monster meant to be slain later or through a specific quest; discover a cave that hides valuable treasures; wander in the wild without any objectives whatsoever. Once again, the vast open space let the player control the majority of events that happens independently from the main story--though it eventually happens in a set of interactions allowed by the game designers, how the player lives those events are out of their control.

    I chose to describe and compare those games in order to underline the narrative scope

    within the open world concept. It also served to highlight how open world games display

    characteristics of progression as well as emergence: while giving a large space to play in without

    too much restraint, they still provide an objective to fulfill in a more linear sequence. In Skyrim

    and Cyberpunk 2077 cases, it is their main quest, for which the end represents the climax to

    reach. For Juul, who takes Grand Theft Auto III as an example, this type of structure allows the

    completion of the story in various manners, independently of any expectation from the game:

    Grand Theft Auto III is structured in two different ways: In the big picture, the game is a linear sequence that the player has to complete, from being betrayed in the beginning of the game to finally getting revenge. There are a few optional missions and a few missions that can be completed in different orders, but overall Grand Theft Auto III is a game of progression. It is up to the player to complete the mission in the way he or she wants. The advantage of structuring a game like this is that the player experiences a predefined story by completing the missions, while having freedom to solve the tasks in different ways (Juul 2005, 82).

    Emergence does not entail an unlimited potential; as we stated before, the more agency the player gets, the less designers can yield control over the storytelling. As such, video games embedded in an emergent system still give the player a sense of purpose. In fact, most of the

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    video games do not solely rely on a progression or an emergent structure, and lie somewhere between the two (Ibid). Talking about Skyrim, Eric Murnane states that the absence of «a strong imposed narrative which guides the gameplay» would render «quite difficult for the player to either enact it or reject it» (Murmane 2018, 23). In other words, the player's own action--inside or outside the main storyline--carries out meaning because of the primary narrative (in this case, the player's status as the Dragonborn, and their heroic destiny). Likewise, Hades, which we previously categorized as a game of progression--the player has no direct control over the story's pace, since it depends on whether they manage to escape the underworld--comprise several elements which I would describe as emergent. For instance, the variety of weapons and gods' boons combination afford the player a strategic spectrum in order to beat the game; there is not a predetermined method to do it.

    Moreover, lots of open-world games do not afford the player to move as they please at first. The games intentionally limit their freedom for them to become accustom to particular mechanics, learn important details about the world they are about to explore. The beginning of Skyrim is rather relevant in that regard: the player character is an unknown prisoner whose hands and feet are bound, transported in a cart towards their place of execution -- they can only watch around them. During the short travel, several key elements of the game world are unveiled until comes the identification of the character. This limiting opening scene exposes the narrative space to the player, who then is encouraged to freely explore it afterwards (Murnane 2018, 44). A similar concept is used in The Witcher III: its first area, while freely navigable, can only be left once the player reaches a certain point in the main quest. The game tightly frames the first steps of progression in order to convey its primordial mechanics in a more efficient way.

    For open world games, the focus ultimately lies on finding a good balance in the combination of scripted, narrated gameplay (progression) and the freedom of interaction within the said world -- something that is usually a regulation of narrative design. According to Patrick Redding, who worked as a narrative designer on Far Cry 2 (Ubisoft Montréal, 2008), the story is an output which is infused with certain themes, supported by a premise and specific mechanics. Thus, it is important to differentiate «the premise of the game and the story, which is ultimately the thing that unfolds as a result of player input» (Chris Remo & Brandon Sheffield 2008). Therefore, it is all about providing a narrative premise and let the player decide what to make of it; the environment and the characters support and drive their journey down the world. Control over the narratives is lessened for the designers, in order to bring the game's

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    story under the spotlight. Certainly, most of the open world games imbed creative ways to impose the main, storyline on the player without breaking their experience of freedom. Side quests are one of them: they tend to distract the player from the principal objective by giving them substantial contents that do not interfere with the main story. In Cyberpunk 2077 such quests are used to deepen the player's understanding of the world, while offering them the opportunity to create a more meaningful adventure--they can for instance develop a romance with some characters. Though some of those quests deliver additional endings for the main plot, they happen in parallel most of the time. Then, advancing further on the main quest will unlock several more side quests. An almost virtuous cycle which ensure freedom within a dramatic storyline.

    One other method often used in open world games to keep the player at least partly focused on the intended experience is what has come to be known as the «Ubisoft Towers» («Open World» 2022). The game initially provides only a section of the map and requires the player to perform particular challenges or obtain specific objects in order to reveal other sections. By doing so, numerous points of interest and new objectives (quests, events, etc.) become apparent. The name «Ubisoft Towers» stem from the studio Ubisoft that promoted this principle across most of their open world games (ibid), starting with the Assassin's Creed series in which the players need to climb actual towers. Since then, the mechanic has been reprised by many games like The Legend of Zelda: Breath of the Wild (Nintendo 2017), Batman: Arkham Knight (Rocksteady 2015) or more recently Ghostwire: Tokyo (Tango Gameworks 2022).

    In the framework of Jesper Juul, the concept of open world establishes a game as

    «emergent games with progression components» or «progression games with emergent

    components,» hybrids of the two models he describes (Juul, 2005, 71). That type of design aims

    at non-sequential experience of explorable spaces and the player's experimentation with the

    game's world, without letting them directionless nor without clear-defined objectives. Even

    Minecraft provide a semblance of pre-designed progression notably with its achievement tree

    (Advancements)11. Designers work around their control over the narratives and the player and

    gauge the balance based on the experience they wish to convey. As Arsenault points out, as

    emergent as a game aim to be, it nonetheless seeks «to fashion a given experience.» The player's

    free will «remains framed by the conception choices that structure the system» (Arsenault 2011,

    11 The advancement system (previously called achievement) provides players a list of challenges to complete, in order to gradually guide them through the game («Advancements» 2019).

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    228). From one player to another, the adventure in the world of Skyrim varies in a lot of ways--

    and a player lives a different one each time they redo the game. Still, it occurs «within the

    possibility space that constitutes the whole game experience» (ibid).

    Nevertheless, emergence remains an inherent part of the open world design, the product

    of a desire to offer a semblance of freedom, or at least sufficient autonomy for the player to not

    feel entrapped by a scripted, linear game. Some games strongly rely on the player to build up a

    story: they focus on delivering an experience that renews itself for each session.

    Generally, when we discuss emergent video games, we think about sandbox games. Set up in open world environment, they let the player to their own devices right from the start and usually allow them a great degree of creativity. The most notable includes Minecraft, The Sims (Maxis 2000) series or Terraria (Re Logic 2011), to name but a few. Here again, sandbox englobes a conglomerate of games and different gameplay experiences. Hence, it is as much perceive as a genre than a type of gameplay or design. In a talk with Gamasutra, Matthew Woodward, Senior Designer at CCP (Eve Online), discusses the ambiguity of the term:

    [«Sandbox»] is really hard to define, because it is so ingrained in what we do, that we know what it is, but it is hard to put into words [...] Basically, it is three things: being social, goal-driven and emergent--making a game open, giving players control, essentially, and if you are making a multiplayer game, making it as social as possible, because that is why they are playing the game in the first place (Kris Graft 2012).

    Woodward emphasizes later that emergence is the most important aspects (ibid). Sandbox thus tends to define games with strong emergent systems, in which player is given most of the control--but still driven by a goal. The term sandbox itself refer to the container children used to play with sand and create more or less anything they want («Sandbox game» 2008). For this reason, the label entails the ability to freely create. However, it does apply to games where there is nothing to build in the proper sense: Skyrim and GTA III are designated as sandbox games for their ability to offer the player freedom to complete tasks as they wish, and to interact with the various inhabitants of the game's world. The «sandbox» part intervenes more in a moral sense (doing bad things, good things) and within the possibility of navigate the world freely (Murnane 2018, 23). Sandbox, in a broader sense, designate open world games that focus on emergent systems to create emergent gameplay and narratives.

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    Sail close to the game: a player's methodology

    In order to explore emergent narratives in context, I directed my research towards Sea of Thieves. The title is a first-person12 open-world adventure game which embraces the sandbox format, developed by Rare and released in March 2018. We assume the role of pirates in command of a pirate ship, alone or up to four players, and navigate the vast open sea in search of numerous treasures, islands to explore and challenges to face. The world is shared by several players simultaneously: encounter leads either to ferocious battles for one side to rip the other from their spoils, or to form alliances in order to kindly share the loots.

    I chose to analyze this game for I believe it perfectly represents emergence in video games: it displays few defined rules, while it greatly encourages players to partake in their own adventures. Our voyages can be set up independently from any quests, or we can take expeditions submitted by the games (trading companies)--each play session becomes unique. As a matter of fact, the game was designed with the intention to provide a playground where players would fashion stories and then recount them. Shelley Preston, senior designer at Rare, explains in an article for MCV/DEVELOP Magazine what the studio was set on when they begin to work on the game:

    Ultimately the idea for Sea of Thieves can be distilled into a simple terminology that we use: players creating stories together [...] It was inspired by looking at this emerging trend where there were lots of videos online of people playing games in unique ways, using the game almost as a backdrop to have their own stories. [...] And then at the same time we were obviously looking ahead to the future and thinking about streaming. At the time it was on that trajectory towards being as big as it is today and we were thinking about how perfect streaming would be for a game like this and how we could make a game where it was as watchable and shareable as it was playable. So really the context was making a game where players could create stories together that could be shared socially (Preston 2019).

    Thus, Rare did not just focus on the player experience, it developed the game to be an adventure that can and would be shared. The game itself became the backbone for the player and their endeavors. Rare also designed the game around its streaming capacity, so the stories would be recounted through Twitch13 and YouTube for hundreds and thousands of people to live the same

    12 First person in video games refers to a particular in-game perspective in which the game renders the viewpoint of the player's character («First person [video games]» 2007). The player plays through their character eyes and usually only see its hands or its weapons.

    13 Twitch is a live-streaming platform which let anyone broadcasts various content. It primarily focused on video games live streaming but includes a lot of other categories like «Just chatting,» «Music,» «Sports,» etc.

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    adventure, a socially shared one. Sea of thieves is also set in a world of constant evolution; portrayed as a «game as a service»14, it regularly provides new contents for players to enjoy and to bring out new rules of their own. To experience various situations, I focused the several play sessions on the «free adventure» mode--which let you unattached by an initial quest--for the greatest amount of autonomy, and played the sessions with different self-made objectives each time.

    The purpose of my research towards Sea of Thieves was to better comprehend «stories told by players.» To that end, I devised my methodology in two steps: first, I experienced the game myself, accompanied with three other players, then alone. For the interpretation of the data collection to be insightful for the narratives at hand, I followed Murnane Eric's example in his work on Skyrim, taking on «the role as player rather than researchers» (Murnane 2018, 26). Second, I collected data about other players' experiences of the game by investigating the official forum as well as the dedicated Reddit page (see Annex: Sea of Thieves related posts sampled).

    The inquiry was inspired by Nardi's approach in her analysis of World of Warcraft (Blizzard Entertainment 2004), a digital ethnography she explains to be a procedure that «go with the flow» and follow «the interesting and the unexpected as they are encountered in the field» (Nardi 2010). My overall methodology is thus a «participant observation»; to comprehend the game's mechanics, its rules and their application by the players. Essentially, my focus was on the narratives and the experience from a player's perspective, while I examined the story as a complete meaningful unit. For the following analysis, I also used Cayatte's approach on narrative duality, with the «framed experience» on one side (the experience as planned by the designers) and the «procedure» on the other (how the player «proceeds» within the game) (Cayatte 2018). It situates the player as coauthor in the possibility space of the game. Murnane describes it as «what the player experiences in the moment compared to the numerous possible things he/she could be experiencing» (Murnane 2018, 13). It is an acknowledgement of the uniqueness of one play session: emergent narratives are therefore experiences framed by the player within a vast possibility space. They thus recount their play session with selected details «out of all the possible interactions which happened in that play section» (ibid, 14). In the section «Hundred Thousand Billion Fingers» of their book

    14 Game as a service (or GaaS) represents videogames provided with content on a regular basis, which primary goal is to retain players as long as possible. It is a way for studios to monetize the game after the release and to keep the game ahead in the industry news by continuously communicating around it (Epyon 2017).

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    Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames, Stephanie Boluk and Patrick Lemieux explains the phenomenon and states that the players «do not experience the multiplicity, but rather the singularity of each engagement» (Boluk & Lemieux 2017, 176).

    Emergent narrative in Sea of Thieves: a pirate life for the player

    As I explained above, Sea of Thieves put you in command of a pirate ship. It can either be a sloop, a Brigantine or a Galleon, all suited for a certain number of players. To begin with, it is not just about «driving» around a ship to go from point A to point B. You have to actually manage it like a real ship--though it is obviously simplified. Sails must be hoisted, then adjusted according to the wind; the ship damage must be repaired; you need to bail the water out of the ship... When playing with 3 or 4 players, which entails the use of a Brigantine or a Galleon, there is a greater need for coordination. Operating those large ships can indeed prove difficult, but the actions required to run them can be executed faster in groups (like to raise the anchor or set the sails). In like manner, piloting the boat asks for a mate to call for any obstacle that would come in the way, or to give direction when needed, since the pilot has almost no vision in front of them.

    What is notable here is that the game strongly emphasizes what happens (and can happen) on the ship. While the avenue for exploration and discovery stands at the pinnacle of what the game offers, the most memorable moments of one session tends to happen on the ship. For one thing, the management of the ship obviously calls for fantastic fails from the players, whether because of miscommunication or because no one saw the enormous rock in the middle of the sea. Between two destinations, a lot can happen, and when nothing does there are still a lot of things to do: playing music, fishing, drinking until someone pukes everywhere, going for a swim, dancing and using pets as cannonballs, etc. Sea of Thieves provides many features for players to «create something» on their trips aboard the ship. Their story is written along their wandering through music in unison [Figure 8] and frenzy drinking session; you can even put one player in prison, for whatever reason. There are many minor interactions such a sleeping in a bed, cooking meat or sitting on the bow [Figure 9] to help them feel they «live» in the world, actions they are able to contextualize and weave into narratives. For Fregonese, these emergent narratives «work more through incidental details than the gameplay loop» (Fregonese 2017,

    Figure 8 - Sea of Thieves, the crew playing music in unison.

    Figure 9 - Sea of Thieves, my character sitting on the bow.

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    66). Our own stories are crafted from these various interactions which does not necessarily serve the gameplay, but our immersion into the game. That is why the title takes the liberty of putting great distance between the different islands and objectives. During my sessions, it was not uncommon to navigate for more than twenty minutes before we could reach our destination, giving us plenty of time to fool around and interact in silly manners.

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    To a same extent, Sea of Thieves attempts to make you feel pirate as much as possible with numerous immersive details: destination is set using a «physical map» disposed on the ship, you navigate using a compass while your equipment consists of old guns without any sort of reticle and poor accuracy (Warren 2018). During a gameplay session with some of Polygon's journalists, Shelley Preston said that they heavily focused on the «pirate adventure, the sense of travel and exploration and discovery.» All in all, the main goal was for the players to have a «feel of children playing dress up, that sense of playing pirate.» (Preston 2018).

    A lot of effort has also been put into environments, with a truly astonishing visual for the sea, storms which sound and feel realistic or volcanic islands whose volcano erupts and throws lava rocks within a wide area. In a GDC talk, Rare's art-director Ryan Stevenson outlined the essential role played by the game's environment and its influence on the players:

    In Sea of Thieves clouds form, waves crash and the sails billow in the wind ... the plants would sway in the breeze as well. From the swell on an ocean, to the swinging of lanterns below deck, the world was never still. This is especially prominent in the water and also the sky weather and the passage of time. This was really important to create that sense of living world and that drama of being on a pirate ship, sailing through the waves [...] So we knew that these [the environment] was gonna be a really important part of the game. The sea was gonna be this powerful character within the world; we wanted it to be dynamic and also feel like its own entity, had the power to force the player around in the world so as their boat is crashing through the waves triggering these emotions as you ride over the crest. And it varied from appearance depending on where it was in the world, so from calm lagoon, to big storms, to just the open sea (Stevenson 2018).

    In the game, the environment certainly has a strong impact on our immersion. The world looks and feels organic, it has us believe in its living and persisting state; the sea changing state between a calm friendly water into a dreadful storm feels natural enough to feel like we truly have to constantly take it in consideration. This is no surprise considering Rare treated the sea as a fully-fledge character, both here to be contemplated and faced. Without a doubt, environmental storytelling here exerts a hold over our ability to fashion our adventures: our surroundings meaningfully imply the context, which we use to mold our identity within the game, and within the narratives. We craft our own stories as adventurous pirates inside the flow of information continuously delivered by the world. An anecdote I find revealing as an illustration is that me and the people I played with, used navy and pirate dialect without realizing it at first. Right and left became starboard and port side («tribord» and «babord» in French), behind became astern («en poupe»), the flag our «colors,» etc. We instinctively used basic knowledge of piracy--at least what we knew from fictions.

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    For most of my play sessions, I and the other players decided to go with our own objectives, putting aside any story-driven quests (the «Tall Tales»). We decided on an Island to explore or an event to take part of and set sails there after we carefully stocked up foods, wooden planks and cannonballs. Beyond the interactions we can perform to animate our travel I described above; numerous events unexpectedly took place along our peregrinations. Although our adventures often proceeded without any turbulences, what we can designate as a snowball effect occurred quick enough to throw us off balance. As we sailed in direction of a Skeleton fort that just spawned, another players' ship appeared. The «pirates» on the galleon took battle stations in a blink of an eye and fired upon us. At this instant, coordination becomes even more crucial: while some of us would repeal the assailants boarding us, the others had to patch up the holes on the ship and bail out water with the buckets to avoid sinking. Many cannonballs exchanged, boardings and skirmishes later, a megalodon appeared out of nowhere and assailed the other players. We thus took the opportunity to sink their ship, retrieved their treasures, then sailed away. Alas! Before we could reach an outpost - where we are supposed to obtain gold from our various treasures - the sea became black as the night; a few moments later, a giant Kraken stormed us [Figure 10], sunk our ship and ultimately ripped us off of all our loots.

    Figure 10 - Sea of Thieves, random appearance of the Kraken, known to be the strongest creature of the game

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    This succession of events was the results of the players' actions and procedural events generated by the game - in this case, the Megalodon and Kraken apparition. A simple cocktail that nonetheless led to unexpected situations and helped us forge this unique story. Upon our encounter with the rival pirate ship, we could have faced a thunderstorm, skeleton ships, ghost fleets, or other monsters, but it happens this way, with the giant shark and the big bad octopus, at this very precise moment. Another key point to take note of is how the players are able to approach such situations. During the confrontation, each side tried different stratagem in order to bring the other down. One of the enemy's players snuck into our ship and dropped anchor, which momentarily immobilized the vessel and was now prey to a storm of cannonballs. Meanwhile, due to our low stock of ammunitions, some of us took explosive barrels and dived under the enemy's ship to make them explode from there, greatly damaging their hull. Like Chauvin et al. pointed out, «emergent games more easily allow the possibility for dramatic actions that greatly impact the course of the game» (Chauvin et al. 2014).

    In an play session on my own, another memorable encounter occurred: as I brought treasure chests aboard my sloop, a player jumped aboard my ship without me noticing. He then surprised me with the in-voice chat as he shouted words I could not comprehend. As I was about to shoot him, he began circling around the deck while he held a banana in his hand and asked me where I came from. Once I told him I came from France, he started playing music and sung in French, going on about «baguette» and «saucisson». He then offered me an alliance, and finally jumped off the ship. A hilarious moment for sure, but also a demonstration of players' unpredictive behavior. The fact that he used a banana and music as a peace offering is, I believe, a simple yet good example of how one is able to use interactions outside of their initial purpose. Here he acted in an absurd, laughable manner; his used banana as if he wanted to give it but instead ran erratically with it, just before performing a French song of his own invention. It turned out the player was a Twitch streamer specialized in Sea of Thieves content, who was sailing in search of other players to help and create entertaining and unforgettable moments with his community.

    Again, as much as emergent a game wants to be, it falls short without offering a least a semblance of purpose for the player. Back to its release, Sea of Thieves was actually suffering from a lack of objectives to provide: looking at the press review at the time, critics pointed out that the game felt «light on meaningful things to do» (Devore 2018), it brought up a world «devoid of content and features» (Wccftech 2018) or it desperately «need some sense of narrative» (Meer 2018). Since then, Rare has put a lot of care in giving players challenges to

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    overcome and seeds for their adventures, notably through the Tall Tales. Design director at Rare explained in an official «behind the scene» video in Sea of Thieves YouTube channel, why it was ultimately important to bring substantial details about the world and more depth to it through those tales:

    I think the opportunity with stories is centering on particular emotions. And when we were building Tall Tales, the name for the stories were around emotions and feelings: we had a tale of wonder and a tale of love, very much about giving people specific feelings. But I think, just from a player's perspective, if you know more about the world, the reason why things are the way they are, what character motivations are, why that shipwreck is there, I think it allows players to role play more effectively in the world (Sea of Thieves 2019).

    Aside from the different trading companies that offers various quests and voyages with treasure maps or basic bounties, players can embark upon these Tall Tales, episodic narrative conducted mission filled with riddles and trials. Those quests are heavily focused on the game's lore («Tall Tales» 2019); it is about discovering the history of the world within various storylines which are bound to be emotional venture.

    With my usual mates, we undertook what is considered in the game as the first Tall Tale named «Shores of Gold». The tale comprises nine whole quests with the reach of the Shores of Gold as the ultimate goal. Albeit the objectives are now determined, they are not given in direct manner like a point on a mini-map but through a «Tale book» [Figure 11]. The book contains a written, illustrated fable, with several hints that lead us to our next destination. Hints and puzzles along the quests are not necessarily difficult to handle, however, they do erect a margin of error. Since the destinations remain intentionally unclear, we can - and we did - stepped into the wrong island. What I want to highlight here is how these tales are still structured around the emergent nature of the game: you are not constraint to one path and can still wander around the world. The tales still involve vast number of possibilities in regard of one's experience, and outside of the events that compose their storyline, they keep the sense of unique adventure.

    Nonetheless, it depicts stronger narratives as the designers strengthened their involvement toward the proceedings of these quests. We had an actual story to keep track of, characters to engage with, precise islands to explore... What we experienced was a mix of authored and procedural elements - hints and puzzles can change for instance - that had us experiencing the tale the game wanted us to apprehend, while adding our own approach into the mix. Furthermore, several elements introduced within the tale persist within the game's

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    world: at one point, we needed to find a specific cave within an island, which proved to be one we had already search in a previous session - and we had found the cave. The tale thus provided us the answers to «what» and «why» that surrounded this island. The designers use the tales to convey details about a world that exist, tale or not. It thus serves the narratives they authored, but also the narratives we forge along our following adventures.

    Figure 11 - Sea of Thieves, a Tale Book that contains indications or hints for a Tall Tale.

    Sea of Thieves presents extensive opportunities for players to combine allowed interactions and actions in a clever way, or simply in accordance with the story they wish to undertake. The game does not require technical prowess, nor does it lock content behind a progression system15 - almost the entirety of the content is available from the start. However, Sea of Thieves with its various quests and Tall Tales keep a codirection in the storytelling process: the players experience narratives with grant them substantial elements to fashion their own afterwards. By crafting their own adventures, then sharing them one way or another, they de facto participates in the game's story.

    15 Some quests do require completion of previous ones, but overall, Sea of Thieves' line of progression revolve around cosmetics and achievements.

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    Sea of Thieves, the players and the tales

    In an open world game, players experiment a certain amount of freedom. The more they have, the more they enjoy autonomy in the way they spend their time within the game. Players can surprise each other and experiment different ways of interacting and immerse themselves into the game's world. In the case of Sea of Thieves, its open world design not only afford an almost total autonomy - a trait of Sandbox games - but also includes random appearances of events, enemies and environmental challenges, which I myself experienced and described on the previous section. A calm situation can quickly escalate into total mayhem. Therefore, it is a powerful anecdote generator that players are but eager to share in community spaces like forums, reddit, YouTube, etc.

    I took particular interest towards player's recount of their experience in Sea of Thieves, how they construct their own stories and build the narratives relevant for an audience. The game's community is active in several social online spaces, such as Twitch, YouTube, Discord, etc. However, I directed my attention towards the Sea of Thieves subreddit16 (r/Seaofthieves) and official forum as they serve as a gateway for the other style of content (integration of videos, pictures, etc.). They are also the primary spots for players to share, discuss, and write anything regarding the game - the subreddit has 445 000 community members, whilst the official forum is where every single player is redirected by the studio.

    For empirical data, I gathered about twenty posts in which players tell stories they find significant. In most cases, they relate events they consider «funny» or «unexpected» and have the potential to be of interest for the community. For his own investigation towards player's stories within Skyrim, Murnane note that the players «tell stories that have the possibility of mass appeal»; they build their narratives with selected details, omitting any part that would prove irrelevant «because they are aware that there is an audience» and that telling a story «must excite» (Murnane 2018, 77 & 84). That statement is indeed observable within the two sources I used, especially in the subreddit, for the platform tend to favor short posts. Players' shared stories thus are thus intentionally condensed in order to captivate a community that can in turn relate to the event displayed. The official forum does contain more elaborate storytelling, but

    16 Reddit is a social network focused on social news and stories, in which members can comment, up-vote or down-vote a post. It then determines its global visibility on the site. Reddit is organized in communities created by users, commonly known as «subreddit»; each subreddit is a space dedicated to one community, such as a game's community or any community devoted to specific topics like TV shows, science, music, etc.

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    the players still focus on the interesting parts of their story - they talk about the event that entailed them to come to the forum in the first place. The data studied also takes into consideration the comment system in which occurs player's reactions to a story and conversations about it that strengthen its relevance. Puente and Tosca highlight that «every comment, every response, each reinforcing each discrepancy contributes to the social construction process of storytelling» (Puente et Tosca 2013, 6). Comments establish the context within which the various stories are shared, notably through an upvote systems that determines the prominence of one's story throughout the community. As such, storytelling among communities is an «act of performance» delimited by the said context that represent the «understanding of the game by the community, who will respond with approval or disapproval» (Ibid, 9).

    Players construct their story thinking about the audience that is their community. Hence, there is a tendency regarding the type of stories they share. Because of the enormous possibility space of the game established by the open world design, about half of the posts I gathered are about impressive feat - like a lone pirate defeating an entire crew - which demonstrate eithers clever use of interactions or simply skills. The other half concerns escalated situation due to players' actions or game's procedural system with animals and monsters' appearances. Also, there are some outliers: 2 posts are about pointing out something that «every player» already encounter. In fact, one of them enacts what is commonly known as a meme [Figure 12] to express the kind of experience the game provides, which is supposedly apply to all. In r/Seaofthieves, most of the events are either recounted through a recorded video introduced by a short sentence, or a concise text illustrated by a picture. On the other hand, the forum is a place favored for a more textual approach on the storytelling; some posts are in fact dedicated for players to recount their adventures in a more sophisticated, stylish way. For example, KattTruewalker set up a post that seek to regroup tales of players' «adventures on the High Seas - a place for authors, poets and storytellers!»

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    Figure 12 - Meme by reddit user Kmvfefjklv, representing what players tend to experience in Sea of Thieves after clearing an objective (here, a fort).

    Looking at the whole picture, the shared stories largely involve the unexpected. Treppoman for instance tells how he and his crew found their ship to be an inferno and struggled to put out the fire. As he desperately throws water with its buckets, he stops before the kitchen area and acknowledges the source of the fire. Laughing, he says, «Oh I know what the problem is...It was my banana I accidentally left on the stove! It was me all along!» The climax of the story is obviously the absurdity of what put them in this situation: a mere banana. What stands out is how surprise Treppoman, before he confesses his deed to his crewmates while laughing, «Captain, I have a confess to make...maybe you remember that I'm the cook?» This silliness represents the catharsis of the story; it compelled other players who could relate to share similar events. In the comment section, DoctorWhoToYou recounts their own experience that combines food, stove and fire. During their first hours playing the game, they sunk their ship two times in around before realizing they put it on fire with the pork they were trying to cook whilst carefreely going on exploring an island. Others like Jamesisonfire21 explain that once they discover cooking accident could happen in the game, they would do «the banana bandit» and start fire with food.

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    Sea of Thieves certainly immerses the player in a carefree environment where the «anything can happen» is expected to lead to laughable moments. So, there is no surprise when player's stories aim at being humorous and light-hearted. Proof is, storytelling that includes Megalodons and Krakens - the biggest and deadliest sea monsters in the game - remain constructed around some sense of goofiness. With his post entitled «So we encountered a flying Megalodon...», Wildbaws shares a video of their galleon assaulted by a Megalodon. It indeed appears to be flying towards the ship, ends up crashing on it and makes the barrels in it explode. The monster dies on the spot with the ship in rumbles. Wildbaws clearly understood that this event was the result of a bug, yet they retell the event as any genuine story. The giant shark is presented not so much as a threat that as any other element of the game that can lead to silly moments.

    Narratively, Megalodons and Krakens - especially the latter - embody the most feared danger thrown at players by the game. They are not only enormous and deadly; above all, they appear randomly. Thus, they constantly remain in player's thoughts, even more so when loots are at stake. Once they manifest, they can quickly sink a ship while they remain difficult to take down - the kraken forces the players into battle by darkening the water, which heavily slow any ship in it. With this in mind, it is no wonder that players' stories about them tend to be in moments they least expect them to appear, or when they have much to lose. Tales about epic battles against the Kraken are not that common. They rather focus on the timing (usually bad) of the encounter or how it overlaps within successive random events. Of course, the fact that it spawns very rarely and that it is a unique world event - meaning there cannot be multiple encounters at once - must be taken into account. Nonetheless, when players relate this kind of event, the battle itself remain secondary.

    This in particular highlight how the game influence the type of story tells by players. We determined that players share experience within a context establish by a community as an audience, but that community did forms around the game and its thematic. Murnane examination of Skyrim players' stories shows emphasis on heroic tales and epic battles against dragons and giants, with their character as the heroic figure (Murnane 2018, 79). After all, Skyrim does introduce the player as a fated hero meant to vanquish an evil dragon. Therefore, the game's community unsurprisingly thrives for tales about deadlock situations and narrow victory achieved in grand gestures - Skyrim helps them earn those moments with features such as the «killcam» that deliver the final strike cinematically. In contrast, Sea of Thieves does not frame the player's character along a main story, nor does it give an initial objective to follow.

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    From a narrative point of view, all the player know at the start is that they are a pirate. Hence, the game has less influence on their initial behavior. Moreover, the various NPCs often act silly during quests - even Tall Tales - while the whole narrative design lean on humorous traits. It is indeed a world where skeletons eat bananas, chests cry, explode and make you drunk, characters and players shot themselves out of cannons, etc. Players thus generate their stories in accordance to this rather jovial universe.

    This is not to say that Sea of Thieves cannot be the playground for «serious» and humorless tales, nor does it mean that Skyrim is no material for players to joke around or act foolish. Their respective world and thematic shape the player's initial perception, though the high capacity of emergent narrative consequently afford adaptive storytelling. In the Sea of Thieves forum, there are several non-comic tales to be found: within the post of Katttruewalker, another user devised an entire story in five chapters, entitle «The damned Rider of the Ferry and The Song of the Dead.» A tale about a pirate that seeks «The song of the Dead», a mysterious melody he heard while facing death in a battle against a horde of skeletons. He presents a novelized storytelling of his own game experience that uses the game's lore, and leaves out the cartoony aspect of the game. In essence, it is a different demonstration of emergent story.

    Another strong aspect of Sea of Thieves that supply players with stories that need to be told is the PvP (Player versus Player). Some will devote entire session to hunting other players, hoping to find and abundant source of treasure, or simply for good sport. In general, the unpredictability of these encounters make relation between players extremely tense. Nobody knows for sure that a sighted ship is not hostile; no one can be certain that the other crew is willing to form an alliance, nor if they will abide to it until the very end. Players thereupon exchange more cannonballs than words, and are proud to share achievements following a confrontation. As an illustration, Crazed Corsair tells us that, after his crew gave up the chase of another ship, he alone decided to «take matters into his own hand». In his video, he demonstrates his ability to emerge victorious against an entire crew, with a «final bold move» in which he was able to climb up on the enemy ship's crow's nest and drop explosive barrels onto the deck. Crazed Corsair this event with the objective to «impress», since beating a bigger crew is known to be a difficult feat. A similar story from another user depicts him taking revenge upon another crew, after it «sunk his solo sloop while it was docked». He «hitched a ride» on their ship without anyone noticing. At one point, a skeleton ship appeared and attacked

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    the crew. He then took the opportunity and killed them while they were busy repairing their ship.

    The PvP, above anything else, led to unforeseeable situations - as I could experience myself - either because one fails to anticipate the other or because the game keeps throwing random events at the players while their focus in on beating the enemy. By all means, this strong accent on PvP also led players to seek out unorthodox way of defeating their foes, such the «banana bandit» mentioned above. And of course, it delivers even more materials for stories to be related.

    An important thing to realize is that the high frequency of players confrontations compelled the community to institute their own rules. For instant, as a mean to avoid conflict, players tend to use «Parley!» in an attempt for negotiations - greatly inspired by the use of the expression in the movie Pirate of the Caribbean. In the same fashion, ships with their cannon pointed at the sky usually call for peaceful activities. There is also a flag code to signal other of one's intention. Likewise, the community tries to balance the odds for solo players. From a PvP standpoint, a sloop is inherently weaker than a brigantine, and even more compared to a Galleon. Needless to say, it is not unusual for a galleon crew to chase after a single sloop (as we saw above). Consequently, there appear to be an implicit agreement among the community: should a sloop witness another lone captain being chase by a bigger ship, the former shall join the fray and help the latter (Marshall 2018).

    In a sandbox game such as Sea of Thieves, procedural events and players' actions continuously model the global experience and the stories that emerge from it. The several layers of unpredictability of the game constitute the first motor of storytelling for the community. Here, emergent narratives represent what surprise, excite and amuse players who thus wish keep a record of these special events by sharing them. When observing these stories I gathered, it appears that players tell what they believe stands out, express unique, singular moments. As a matter of fact, none of them involved Tall Tales or any narrative driven adventures; they relate moments they feel are theirs and theirs alone. It either demonstrates their achievement, or the complete absurdity and silliness of a situation, in accordance with what the game's world whole ambience wants to convey. By examining these stories, and trying to live our own within the game, it allows to better understand the act of play, its deep bound to the stories players create for themselves. The nature of emergent narrative is tied to the limit and affordances of the game; players play within these boundaries and stretch them

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    along their own narrative goals. Beyond the act of play, there are stories shares by authors and readers. They shape the game outside of the game.

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    B- The gateway to the virtual world: narratives and immersion through the avatar

    Using the prism that is the open world design, we described emergence and players' narratives from the angle of immersion: emergent gameplay and narratives are generated through the player's engagement towards the game, as they interact within it. The state of immersion thus being the quintessential form of interaction, where the dialogue between the player and the system appears blur enough to be unnoticed. However, there is one specific aspect we fail to address properly. The immersion as a dimension in the act of play includes an object of reflectivity we occulted until now: the avatar. Whether it is a fully made character using a game's creator tools or an already fully-fledged one we incarnate, the avatar is the gateway into the game's world, what transports within its story and cosmogony.

    In his study «Enter the Avatar: The Phenomenology of Prosthetic» Rune Klevjer note that the avatar works as an extension of the player. It «relocates the body» into the screen space:

    The on-screen marionette becomes part of that through which a world comes into existence, part of the player's «I can». The player is being re-wired and re-directed towards «important figures against indifferent backgrounds» through the integrated prosthetic apparatus of controller and on-screen avatar When we play, because the avatar extends the body rather than pure agency or subjectivity, screen space becomes a world that we are subjected to, a place we inhabit and where we struggle for survival. We learn to intuitively judge, like we do in the real world, the opportunities and dangers of the environment (Klevjer 2012).

    Klevjer suggests that the avatar therefore serves an almost direct projection of the player into the game space. It determines not the player's affordances within the game, rather it is the virtual body from which «layers of fictional and narrative significance» are added (ibid) and nuance the story implied as a whole.

    The avatar, in many ways, represents the player that controls it and act as a vector between them and the game. It can be an object of mise en abyme of this relation - like dialogues only understandable by the player - but also an embodied representation of the player with a psychologic connection, a «persona». As an empirical element of a game, the avatar influences the player's perception - it stimulates their empathy towards it and the world. The RPG genre in video games usually displays strong emphasis on the avatar, the capacity of the player to personalize it and actively participate in its growth, one way or another.

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    Here we examine the avatar and its role in the player's immersion in a game. We try to determine how the characteristic of the avatar-character can influence the player's connection to it, and their overall in-game perception.

    Immersion in Video Games, a Work of the Senses

    The concept of immersion has been considered as of one the most important experience of gaming by researchers, gamers and designers alike. Within the video game context, immersion is perceived to be important, if not essential. It appears as much as a state for players to reach, as it is a powerful marketing tool for the industry which often highlights the immersive capability of a game. According to Arsenault and Picard, «video games evolution can be understood as the search for an always greater, better and more encompassing immersion» (Arsenault and Picard 2007, my translation). Yet again, immersion in games is arduous to define, or more specifically, to identify what drives the definition (Brown et Cairns 2004). According to the basic definition by the Cambridge dictionary, immersion is «the fact of becoming completely involved in something,» using as a sentence example «total immersion in a video game is almost like living another life»17. Therefore, it suggests a state where one's senses cease to interpret information outside of the screen space, a faultless focus on the object of interest. Although this may be enough to some degree of understanding, some designers tend to differ on what it means for video games. For Marcin Przybyowicz and P.T Adamczyk, respectively music director composer and senior composer at CD Projekt Red, immersion is equivalent to «engagement,» which correspond to «fun»:

    It [Immersion] makes combat more exciting if the player cares about the character. It makes the story more intriguing if the choices and consequences that the player makes resemble some sort of reality; it makes exploration more intriguing if the player's curiosity is fed back by the design of the world [...] In order to truly appreciate a work of art, you have to either suspend disbelief or create secondary belief in the presented reality (GDC 2022).

    To them, immersion consists in a make-believe of an alternate reality for the player to find enjoyment in it. It is a work of design involving music, sound--diegetic or not--and images

    17 Cambridge Dictionary, s.v, «Immersion,» accessed April 5, 2022. https://dictionary.cambridge.org/dictionary/english/immersion

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    that make the player «feels» the world, creates emotional attachment as well as involvement toward the whole story.

    Within game studies, researchers attribute immersion to a state reached through the interaction with a game's system and the gameplay experience. The said state thus depends on the game characteristics and the player's perception of the game's dynamic--hence it ultimately varies from one subject to another. In their article «Fundamental Components of the Gameplay Experience: Analyzing Immersion,» Ermi Laura and Mäyrä Frans established the immersion as a «multidimensional phenomenon» that displays various «aspects that can appear and be emphasized differently in the individual cases of different games and players» (Ermi and Mäyrä 2005). Through a gameplay experience model, they called «Sci-model,» they divided immersion in three distinct forms: Sensory, challenge-based and imaginative and immersion.

    Sensory Immersion is a dimension of play related to the senses, stimulated by a game's audiovisual rendering. This is probably the type of immersion closest to the Cambridge dictionary, and what gaming communities seem to acknowledge as immersion. Ermi and Mäyrä state that «large screens close to the player's face and powerful sounds easily overpower the sensory information coming from the real world.» The player thereupon only perceives the stimuli of their senses induced by the game world.

    More specific to video games, challenged-based immersion is deeply related to the player's skill (motor and mental). A «feeling of immersion» attained when «one is able to achieve a satisfying balance of challenges and abilities.» To put it in another way, it is based on the player's ability to interact with the game.

    Then, imaginative immersion concerns the player's involvement with the game world, its stories and its characters. Within this game experience, the player more directly perceived themselves within the diegetic game world; they can «feel or identify with a game character» (ibid). Whilst it does not solely belong to role-playing game, the RPG genre is particularly prone to this dimension of play since it relies on a very structured world and cosmogony. Arsenault Dominic and Picard Martin prefer to call this type of immersion «fictional immersion» rather than Ermi and Mäyrä's version, as they note it includes «all the forms of fiction, including narratives and representation» (Arsenault and Picard 2007).

    An important thing to note is that these three dimensions of immersion are merely identification of processes within a game experience. The SCI-model establishes how it is

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    formed and emphasizes on the fundamental components. Ermi and Mäyrä thus explain that immersion in modern video games displays multiple forms at once:

    Since many contemporary digital games have richer audiovisual and narrative content than for example classic Tetris, these three dimensions of immersion usually mix and overlap in many ways. In other words, the factors that potentially contribute to imaginative immersion (e.g., characters, world, and storyline) are also apparent in the interaction design (e.g., goal structures) and the audiovisual design (how goals, characters and the world are represented and perceived) of well-integrated game designs (Ermi and Mäyra, 2005).

    As we already highlighted on the sections above, video games are complex computer programs that integrate other media in their designs. Moreover, they require the player to be an active participant - at various degrees - which delivers said gameplay experience. Just like narrative design involves many artistic fields (sound-design, level-design, writer, quest-design, etc.) in order to create a meaningful and coherent narrative experience, immersion is the result of complex dynamics between various game's aspects. The multidimensional phenomena exposed by the SCI-model shows the mechanics video games are able to use to create what we refer to an» immersive experience». For instance, Dead Space (Visceral Games 2008) heavily relies on its sound design to keep the player immerse in its world: it conveys a horrific atmosphere mostly through the rattles of unseen monsters, far away screams that echo across the vast empty spaceship and other various reactive sounds that keep the player on edge. In the same manner, Sea of Thieves creates immersion through its powerful environmental narrative that displays a world in motion with water that moves and sounds realistic, the creaks of the ship that sails the sea and the trees that sways in the breeze. However, the immersion would certainly not work that well without a sense of challenge when facing those unseen monsters, nor without the detailed structured world that enables the player to consciously live the adventure on the sea.

    Hence, video games possess numerous elements that are likely to induce immersion. This is not, however, a binary notion: immersion supposes a degree of involvement. The degree changes over time, depending on the player's receptiveness to the said elements. The study of Emily Brown and Paul Cairn finds three levels of involvement - from lesser to greater degree: engagement, engrossment and total immersion (Brown et Cairns 2004). Each level of involvement is attained through the removal of «barriers». The barriers correspond to conditions the player or the game must fulfill; they «act to defines and scope the level of involvement with the game» (ibid).

    ·

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    Engagement: «the first stage of immersion». It strongly depends on their initial feeling; if the «style» of the game fit their preferences, and if the overall control and rules appears intuitive enough for them. This level is then reached throughout the investment of time and effort the player is willing to put into the game. If the game provides rewards they judge worthy of their attention, the investment increases. The more they play, the more they feel engage.

    · Engrossment: when the player becomes further involve with the game, they «become engrossed». Given that the game construction, meaning features such as «the visuals, interesting tasks and plot» among others, is satisfying enough to «suspend their disbelief of the game world», an emotional development happens. Player's investment affects their emotion while their attention is almost entirely focused on the game.

    · Total immersion: At this point, «the game is the only thing that impacts the gamer's thoughts and feelings.» The total immersion occurs when the player feels completely detached from the outside world, with their attention solely focused on the game. Their attachment to characters becomes empathy - they deeply care about their situation - whilst they are intensely receptive to the game atmosphere (graphics, sounds and the plot appear more relevant). According to Brown and Cairn, one's inability to feel «empathy and transfer of consciousness» are unable to be in «total immersion» (Brown and Cairn 2004).

    From Brown and Cairn's study, Arsenault and Picard established a model of immersion that take into account video game genres. The premise is that each genre «would have its own immersive focus, meaning it would favor a type and level of immersion.» Notably, First-Person Shooter, that renders the action from the viewpoint of the embodied character, mostly seeks sensory immersion in order to convey «strong sensations». By contrast, RPGs emphasize the worldbuilding and the interconnection of game system elements that forms the gameplay - what is asked of the player is therefore «exclusively mental». Thus, the focus tends to be found in imaginative immersion and challenged-based immersion (which Arsenault and Picard name «systemic immersion) (Arsenault and Picard 2007).

    Of course, the subjectivity regarding a genre's definition as well as the technical evolution of video game entails variation and diversification in those tendencies. For example, RPG such as The Witcher III: Wild Hunt demonstrate strong sensory immersion through vast and beautiful scenery, and a great deal of graphical details. For Arsenault and Picard, it allows to divide the types of Immersion given by the SCI-model in several subtypes. Sensory immersion can thus be «visceral, contemplative or kinesic», whilst challenged-based immersion can be «diegetic, narrative or identifying» (Ibid).

    In essence, immersion is also a matter of subjective experience. Whereas designers certainly focus on some immersive elements according to the game experience they wish to convey, immersion ultimately delivers a variable experience and is subject to a great number of factors. Particularly from the player's side, the feeling of «presence» within a game world

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    may be easily altered by the mood at a given moment. Nevertheless, the notion of immersion stands as a process of communication; in effect, even in the aforementioned state of «total immersion», the player remains aware that they are playing.

    Overall, the studies I expose here only consider immersion as a mechanical interaction between the player and the game. The need for player input defines the sense of immersion; the player delves into a virtual space that «cuts» them off from the real world to varying degrees. However, I believe these studies fail to highlight how immersion can also occur through the avatar. In essence, it serves as a vector for "player presence" within the game. Whilst Brown and Cairn touch upon the game structure that can convey this cognitive involvement from the player, it only places the avatar as another element influencing the level at which the immersion happens, or establishing a type of immersion. I argue, however, that in many cases it is the object that characterize the player experience, and how the game allows the experience to occur.

    Avatar: path into the game, vision of the world.

    Up until now we have discussed story, narratives, plot and immersion by analyzing the role of both the medium and the player. The video game as a narrative medium sets up a dialogue between it and the player. What we call interaction represents the latter's input using an intermediary device; a console and its controller, a computer with its keyboard and mouse, a smartphone, etc. Thus, the principle of interaction is represented through these three elements: the game as object, the player, and the technological device that allows the dialogue. With that being said, one can argue for a fourth entry in this minimalist model. Within a game, the player has an «embodied presence» through an avatar. There is a relocation into the virtual space conducted by the avatar.

    In Klevjer's aforementioned study, he made a distinction between two «common uses» for the notion of avatar : the avatar «understood as a playable character» and avatar «understood as a vehicle through which the player is given agency and presence within the gameworld» (Klevjer 2012). To put it in another way, the difference would rely on the method in which the player's presence is establish in the game. There is the avatar as an actual character, like Geralt from The Witcher III or your persona in Divinity Original Sin II and the «vehicle of agency»

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    that is not a necessarily a character per says but an «object» the player embodies, such as a spaceship in Everspace (Rockfish Games 2017) or a car in racing games. Nevertheless, this distinction only helps to highlight two main model in the type of role the player can assume; it expresses the space in which they can navigate and the manner they do - with a character or a «non-character».

    In this section and the one that follows, the avatar is studied mostly through the observation of character-based video games and games labelled as «role-playing games». Indeed, they entail a deeper connection between the player and the avatar, thus allowing a more proficient analysis within the length of my work. However, we shall keep in mind that the conceptualization of the avatar extends beyond simple personification of a character or any particular genre - after all, one «plays a role» even in non-RPG games. There are also cases where there is no «visual» avatar or one specific embodiment within the game, like for example Tetris (Pajitnov 1984) or 4X games such as Sid Meier's Civilization VI (Firaxis Games 2016). The notion of avatar and how these games localize the player is not irrelevant for the subject at hand, however, it shall need further investigation in future works.

    As we previously determined, video games let the gamer participates in the storytelling process; they do not watch the protagonist, they are playing it. The phenomenon of immersion we discussed above happens because of the gamer's «presence» inside the virtual word. Yet that presence is not physical; they are represented and introduces through an avatar that is part of the narratives as a whole. In the same manner the player can assume different roles according to the type of games, the avatar manifests various characteristics in order to represent the player in specific ways. Barnabé Fanny and Delbouille Julie explored the particularity of the regarding its role as an interface between the game and the gamer:

    With its acting mediation between the player and the game-object, the avatar is one of the main vectors of the video games' inherent reflexivity. Whereas it often takes the forms of a fictional character (or at least, of a digitized icon), it also depicts the player who controls it; consequently, it introduces an empirical element into the game universe. In effect, it operates like a shifter, these deictic characters (such as personal pronouns, adverb of time and place...) which part of the meaning only activate when they are assumed by a given speaker (here, the term can thus reflect different places according to the authority that utters it) [...] By enabling two distinct planes of realities to meet, the avatar constitutes what Genette name a «metaleptic vehicle». Moreover, it frames the existence of «interactional» metalepsis (Ensslin 2011), i.e. beyond the narrative thresholds that are not written as such in the story, but which go through the player's action (Barnabé and Delbouille 2018, my translation).

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    Referring to Gérard Genette theories in narratology, metalepsis here relates to «transgression of the boundaries» that separate two distinct worlds (here the physical and the virtual) and/or induce the convergence of different narrative levels (Genette 2004). Therefore, the avatar acts as a mediator between the player and the game; the latter expect the former to play a role, which creates a partial merge of the actual and the virtual. The avatar responds and behave according to the player that manipulates it: the avatar acts both as an interactive tool and a projection of the player's identity that enact narratives in the fictional as well as in the physical world.

    The intention behind the avatar as a character is to allow a transfer of consciousness. Often, there is a desire to «insert» the player within the avatar. It becomes a mean of identification, as well as a narrative device. In essence, that is the reason behind game tropes such as the «silent protagonist»; famous characters such as Link (The Legend of Zelda), Samus (Metroid) or Gordon Freeman (Half-life) are among the most prominent examples. These characters lack any sort of dialogue and at most resort only to interjections - in short, very limited voice acting or indistinguishable noises. A main reason for this particular characteristic would be for the player to better identify with them. To put it another way, by being silent, the protagonist becomes a vessel, a proxy for the player's own voice and thoughts - the answers or written dialogue are therefore enacted solely through their visualization, in the same manner they «imagine» the voice of a book's character.

    When asked about Link's conception, Shigeru Miyamoto - the creator of The Legend of Zelda's franchise and many other famous Nintendo games - underlines his yearning for a close relationship between the player and his character:

    For me it has always been important that the gamers grow together with Link, that there is a strong relationship between the one who holds the controller and the person who is on the screen. I have always tried to create the feeling that you really are in Hyrule. If you don't feel that way, it will lose some of its magic [...] The way Link reacts creates a closer relationship with the player (Miyamoto 2003).

    The identification is more about the perception of the character than the direct embodiment of the one in control. In the case of The Legend of Zelda, the protagonist is named (Link), has but little features that can be personalized - none in most games - and his overall personality cannot be altered - he is a destined hero who confronts evil. The character remains in fact physically and mentally the same, regardless of who is playing it. Protagonist's characteristic limitations (here the voice and dialogue) nonetheless permit one to impersonate it: the player becomes Link, and Link becomes «unique» through the former's perception of his missing features. The

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    more the player feel a strong relationship with Link, the more they are able experience his world - which refers to the aforementioned total immersion though empathy.

    Additionally, letting some of the avatar's aspect blank induce some questioning from the gamer in control. If the protagonist does not talk, hide their feelings and reactions, there is a lack of details the gamer starts to wonder about; it creates a sense of mystery surrounding the protagonist. Notably, in the original Metroid game (Nintendo 1986), the silence of Samus Aran is an inherent part of her narrative traits: she is a lone bounty hunter who explores hostile worlds and faces dangerous, sometimes unknown, creatures. The worlds in which the actions take place are devoid of any friendly life. The game portrays a very independent character entirely focused on her mission, with very little exposition towards her backstory. Her condition as one of the greatest bounty hunters is basically the only information the gamer is given. As a matter of fact, until the very end, they do not know that Samus is actually a «she»; it is recognized as one of the most famous revelations in the video game industry, since it was kept a secret even by the game's instruction manual, which referred to Samus as a «he» (Robinson 2007). The player's connection with a character like Samus happens through this void of information: the avatar's characteristics and world appear open to interpretation. The reveal of Samus gender effectively used this space of interpretation and the player's presumptions about her gender -even more so since video games were (and still are, in a lesser degree) dominated by male protagonists.

    Of course, rthe concept of silent protagonist was also born out of technical limitations; voice acting was certainly not the norm (nor could it be included effectively) at the time of the above-mentioned games and characters that had no dialogue often meant a significant gain of time for the designers. Yet it became part of these emblematic protagonists and an inherent aspect of their functions as avatar. Significantly, Samus began to speak in the games following the original - though it remained scarce - but in the last entry, Metroid Dread (MercurySteam 2021), the bounty hunter returned to her silent treatment. A decision Yoshio Sakamoto, producer of the game, explains in an interview with Gamespot:

    In this game, Samus barely speaks. The reason that I wanted to make it that way is the main theme of this game, which is dread. I felt that to convey the current situation of Samus or what Samus is thinking right now, this would be better conveyed to the player not through actual words or actual voice, but more with acting or visuals. I want the player to think, «What is going on? What is Samus feeling right now?» That is why I decided to go this way for this game (Sakamoto 2021).

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    Here Samus reflects the player but also the thematic of the game. Her silence can be regarded as a piece of narrative design: it strengthens the feeling of being isolated in hostile environment as well as the terror that lurks in it. At the same time, it individualizes the player experience. The avatar act as a character (Samus), but also a tool that helps convey a specific atmosphere when controlled.

    The basic idea behind these avatars is to build an immersive relationship between them and the players. Though the former, the latter engages in the game world; there is a transfer of consciousness towards the avatar which exposes the player to the context, characters, thematic and narratives. However, just like the total immersion is never truly «total», the identification the player exerts stays within the boundaries of their awareness: whatever the case, they still acknowledge the avatar as a virtual entity.

    The player relates to the avatar through what Katie Salen and Eric Zimmerman calls «the double-con-sciousness of play» (Salen and Zimmerman 2003). By taking control of a game character, the player builds a relationship with it as they delve into its world. The avatar act as a placeholder for them. It can lead to an emotional attachment and empathy that, as we determined earlier, construct the immersion phenomenon. Nonetheless, the avatar persists as an «object for the player to manipulate according to the rules of the game»:

    Through the process of metacommunication, the player is aware of the constructed nature of the character within the larger system of the game. A game avatar is simultaneously both subject and object: on one hand a mask to be worn, and on the other a tool to view and manipulate (Ibid).

    The avatar as a character is thus central for the game and its narratives, while being the object that give access to it. This mediation role, video games then use it as discursive argument to address the player. A concept that Barnabé and Delbouille establish as a «reflective process»: the game operates by means of metalepsis that translate its «ludo-narrative organization, its possibilities and its rules of manipulation» (Barnabé and Delbouille 2018). To better exemplify the concept, this kind of dialogue tend to happen during tutorial sequences: the game addresses the avatar with a discourse that only make sense for the player (Ibid). The FormSoftware Soulsborn series regularly resort to this type of communication through its message system 18[Figure 13].

    18 In the Soulsborn series, one can write message (with preestablished words) to other players, either to help them or to mislead them.

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    Figure 13 - Dark Souls III, a message on the ground gives and advice that only make sense outside of the game.

    Salen and Zimmerman note that double-consciousness is the main reason character-based games delivers «such a rich and multi-layered experience». The avatar acts as a gate for the narrative tapestry of the game world and fashions the player appreciation of it. The game then can add layers of complexity to enrich the experience and strengthen the player-avatar bound, such an advance management of the avatar's resources (Salen and Zimmerman 2003). That is in fact the main appeal of the RPG genre: usually set with developed storytelling, the genre put an emphasis on the character the player controls, who displays several forms of development (i.e., outside of the narratives). In these games, players tend to design the avatar for the role they wish to assume, and adopt a fictional personality.

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    Playing a role, developing an avatar: the legacy of Pen and Paper RPG

    First, it may be convenient to define RPG. In order to stay in line with the common understanding of the genre, I use here the definition of Encyclopedia Britannica:

    Game genre in which players advance through a story quest, and often many side quests, for which their character or party of characters gain experience that improves various attributes and abilities. The genre is almost entirely rooted in TSR, Inc.'s Dungeons & Dragons (D&D; 1974), a role-playing game (RPG) for small groups in which each player takes some role, such as a healer, warrior, or wizard, to help the player's party battle evil as directed by the group's Dungeon Master, or assigned storyteller19.

    Yet again, the definition shall only color our perception of the genre. As we previously established, genre is also a matter of subjectivity. Though RPGs take their roots in Dungeons and Dragons, the label certainly is not applied solely in regard of a game's similarity with the tabletop game. For instance, taking a look at the Steam Store page, we can see that Assassin's Creed Odyssey (Ubisoft Québec, 2018) is referenced as RPG among other tags. Indeed, the game offers an improvement system for the character (with statistics and capacities), a story quest, side quests, along with a certain variety of playstyle. On the other hand, Dying Light (Techland, 2015), while it displays the same basic features, is not considered as a RPG - or at least, it is not regarded as a prominent aspect of the game. Additionally, RPG nowadays comprises numerous subgenres; JRPG (Japanese Role-playing game), Action-RPG, Tactical RPG, CRPG (Classical RPG), etc. It thus covers a large scope of titles, all with their defining features. In this section, I intend however to analyze a CRPG - with a focus on the character creation - since in effect, this subgenre is the most directly tied to basic of Pen and Paper RPG. Specifically, I direct my attention on Divinity Original Sin II, which not only embrace its D&D roots, but is also widely acclaim for doing it extremely well. Eurogamer indeed describes it as a «CRPG of unparalleled breadth and dynamism» (Lane 2017) while Gamespot gives it a perfect note, stating the game «is one of the most captivating role-playing games ever made» (Todd 2017).

    At this point, and for what follows in my work, it however conveys to distinguish the RPG (the video game) to the role-play (to incarnate a character). The latter reflect the practice born along tabletop games like D&D, where the player embodies a character and seeks a

    19 Encyclopedia Britanica, 15th ed., Hosh L., William, "Role-playing game", accessed April 7, 2022. https://www.britannica.com/topic/role-playing-video-game

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    complete immersion by talking and behaving like the said character is supposed to, according to the features applied to it during its creation. In RPG, the role-play designates that same practice, except it usually happens outside of the game's frame, i.e beyond the character's characteristics initially given by the game and the development it undergoes in it. The role-play is especially practiced in MMORPGs, which we will discussed later on. With this in mind, here, I explore the player-avatar connection in RPGs as a whole, not expressly on the basis of role-play.

    During my researches on the relation shared by players and their avatars within RPG video games, I started to examine the conceptualization of character creation among the Tabletop RPG communities. I rapidly stood upon an interesting notion, directly connected to this peculiar relation: bleed. According to the fan site RPG Museum and the Jeepform dictionary, «Bleed» in role playing games is a phenomenon «of a player feeling the emotions» of their character and vice-versa. A state of mind in which the line between the player and the character fades away; either's emotions «bleeds» over the other and alter his or her whole perception (RPG Museum 2020) (Jeepform 2007). In other words, the term refers to a state of immersion which take its source in the relationship between the player and their avatar. After all, the avatar is created in great details - in D&D for instance, the character creation can take several hours - and usually participates in several campaigns20. Therefore, it rapidly becomes the pivotal entity for the player's involvement in the game. Plus, the game master design the narratives according to the character's actions (since the story emerge from the play); through their avatar, players thereupon collaborate with the GM in the storytelling process.

    Returning to video games, RPGs certainly keep the aforementioned connection, even though they do not necessarily expect players to fully commit into role-play. Though immersion certainly happens differently, the avatar stays central toward the experience. Through the whole game, the player does no solely control a character: they undergo growth along with it. Broadly summarized, the gameplay of video games under the RPG genre revolves around the story and the construction of the character; whilst RPGs generally use a «lighter» version than Pen and Paper RPG for their creation tool, it remains an important step for the player. Right from the start, there are plentiful aspects to choose for the character's build. From a full character creation

    20 Often in Tabletop RPG, a game is divided in several campaigns, either for a continuing storyline or in order to set up various adventures in the same universe. It allows player to improve their knowledge of the said universe, and further develop their character (level, capacities, relations, etc.) since they use the same across the campaigns («Campaign (role-playing games)» 2003).

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    perspective, here are a non-exhaustive list of customization elements to pick for their avatar during its creation:

    · Races: the player decides which race their character belong. On top of the appearance it entails, each race displays benefits in different fields (combat, speech, trade, etc.). It is also a way for the game to present the kind of races that inhabit its world.

    · Gender: while some races may no particular gender, in most cases, each can be male or female. Sometimes, the gender offers different bonuses for the character and can affect the interaction with other game world characters.

    · Appearance: The physical traits of the character: hair, face, size, corpulence, skin color, etc. The possibility greatly varies from one game to another.

    · Classes: the classes represent the character's archetype, which involve specific combat style, type of weapons, armor, overall abilities, etc. Player-wise, it determines the playstyle they wish to enjoy throughout the game.

    · Attributes: while the classes generally establish where the character's strength lies, the player can still adapt the attributes. In most cases, attributes correspond to statistics that shape the avatar's «qualities,» its «inborn,» «natural» characteristics. Often, the player can strengthen one or more attributes of their choosing by distributing points. Then, the attributes usually increase along the avatar advancement (level, capacities, narrative progression...).

    · Abilities: Depending on the class (and sometimes the initial attributes), the character is allowed starting abilities such as martial skills, magics, incantations or sorcery.

    · Skills: character's competences and non-combat expertise. It can be proficiency in particular jobs (blacksmith, medicine, weaver, etc.), physical feats (acrobatic, athletics, insight, etc.) or more specific aptitude (survival, investigation, animal talk, etc.). It can greatly influence how the various interactions unfold.

    · Background: the character's life that precedes the game's events. It determines the character's perception about its world, its influence, and can offer bonuses or penalty.

    Regarding the overall avatar's personalization, video games obviously differ in what they offer, and in the impact each of the elements has--it is also dependent of the fiction's genre (high fantasy, science fiction, medieval...). In any cases, their aim stays the same: a more or less deep customization of the main character for the player to «give life» to it. Over the course of the game, the player then tries to act according to their avatar, and the persona they gave to it. Often, there is a binary pole system of «good or evil» that enact various consequences, either favorable or not.

    Divinity Original Sin II (DOS II here after), developed by Larian Studios and released in 2017, draw its inspiration from D&D and surely applies the Tabletop RPG philosophy regarding the player's role. Whilst I myself played the game before, I needed to experience it again, this time more as researcher. I thus spent about thirty hours playing DOS II to analyze

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    its narrative structure, how it weaves it in a story dedicated to a fully created character. At the same time, I tried to examine the evolution of the player(me)-avatar connection along the game's progression.

    Before the journey in Rivellon (the game world) begins, there is of course the character creation to go through. Similar to what I describe above, DOS II comprises many elements to choose for our character. Interesting to note here is that we have to pick our character's «origin». Basically, it determines its ties to the world: its relation with various NPCs, the manner it perceives the world and vice-versa. Consequently, we can either use a «custom origin» character [Figure 14] or an «origin character» [Figure 15]. The former is essentially «blank» since it makes us enter the game with little to no knowledge about Rivellon and its story. We live the story as an outsider with no prior connections, and build relations with other NPCs from the ground up. Conversely, Origin Characters are already part of the world; therefore, they expose us to it through the eyes of a «native», while they enact unique narratives, notably with several NPCs. That way, we learn more about them but also about the game lore. This Origin system is DOS II equivalent of the aforementioned Background, the main difference being that it paradoxically establishes whether or not our character is entirely created. Here, our custom character's background is mostly express through «Tags» (which dictate their type of person) and its race, since it inherently alters other character's perception about it. However, whether we decide to assume our role in the game from a custom character or an already existing one, we remain the focal points within the whole story, as well as within the main plot.

    Figure 14 - Divinity Original Sin II, Character Creation with a «custom origin"

    Figure 15 - Divinity Original Sin II, Character Creation for an "origin character", here The Red Prince.

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    What is important to realize here is that our choices in the character creation matter for the whole playthrough. It affects our interactions with the world, changes the means whereby we unfold the events. Playing an Undead character for instance (which is a walking skeleton) implies to constantly hide our condition to avoid that every single NPCs turns belligerent; the

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    personality (tags) entails different types dialogues that modify other characters' behavior; noncombat capacities (civil abilities) directly influence the way we resolve enigmas, get out (or not) of a dire situation, or our ability to get what we want out of an NPC (persuasion, intimation...). Our character is directly at the center of the narrative process. With character creation, the game seeks to build an almost instant connection between us and our avatar. The latter influences the outcome of multitude of events; since we give it its characteristic, shape its personality, and controls it, it becomes the embodiment of the role we desire to play.

    At the same time, DOS II affords our character a large margin of development and emphasizes our capacity to evolve the way we want. The player-avatar connection is then bound to strengthen over time. We gain experience each time we emerge victorious of a fight or discover a new area, learn new abilities and find better equipment that make us even stronger; we forge new relation with NPCs, engage in various sub quests and «secondary» plots, while further deepen our knowledge of Rivellon's story. Hence, the character creation is but the initial entry into the game world. It neither strictly condition our behavior or the way we pursue our endeavors through the whole game. As an illustration, whilst we have to pick a class, attributes, skills and such, it only stands as a starting point. During the playthrough, we can either stick to our initial choices, or evolve our character in another direction - would we choose to start as a Knight, we could very well become a Sorcerer afterwards. That is to say, our playstyle is not pre-determined, same for our role within the party.

    Likewise, the narratives greatly involve our choices regarding our overall behavior, notably with the important characters of the game. Whilst this is not merely a system of «good choices/bad choices» that would rule our character as either good or evil, how we act enacts various consequences. There are always multiple ways to move forward, and we surely can do it according to the character we portray. For instance, the first location after the tutorial, Fort Joy, is a prison we must escape. To do so, various solutions are available: to broadly summarize, we can fight our way through and kill our oppressors, explore to find the right item, talk to the right persons, sneak our way out, etc. Yet, most of these solutions does not prevent us from carrying out another. Should we want to kill the guards after we went for the pacifist way, we can easily do so.

    Given these points, DOS II extensively aim at providing us an adventure filled with meaningful choices for our character (therefore, us) to make. The avatar extends our vision and agency within the screen-space, while we are subject to the game world sway (Klevjer 2012, 13). Through the role we assume with our avatar, we influence the story, which influences us

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    in return. The fact that we are impactful right from the character creation certainly intensify the immersive sense we got with our avatar. Although I did find myself greatly committed to the growth of my character, the aforementioned phenomenon of bleed or total immersion stayed out of my reach. As Salen and Zimmerman noted, players «always know that they are playing» (Salen and Zimmerman 2003). This double-con-sciousness of play, we previously mentioned, manifests here. Whether during my recent play sessions I underwent as a researcher or the previous ones as a simple player, the feeling of immersion remained scarce within a layered state of mind. There are arguably several reasons for that: in the first place, as Salen and Zimmerman's double-con-sciousness suggest, I stayed aware of my player's status. Mainly because ultimately, the avatar whom I identify with move and interact with the world under the instructions I give it. The overall navigation happens through mouse-clicking, the abilities are used by entering the right keyboard command. Plus, in the case of DOS II, it happens that we are able to control up to 4 characters, including our own. Even though the metacommunication works essentially with our avatar, we still enact control over the companions. Broadly speaking, as a player, we nevertheless linger on our awareness regarding the extradiegetic interface (the mouse cursor, the key binding, the narrator...). The type of interaction does not block the immersion, since of course, we never focus on it in the act of play. Rather, the roleplaying becomes an ambiguous experience through the means and the figurative. For Klevjer, strategy and roleplaying games exposes us to «symbolic interactions», opposed to «tangible interactions». Instead of a simulated direct action with an avatar that acts as «prosthetic», we are given a responsive agent that act upon our instructions (Klevjer 2012, 12). An aspect reinforced here by the camera: more than the character, we control an omniscient camera, able to navigate way beyond our character field of vision.

    Similarly, seeing as we assume a role, our behavior is supposedly dictated by the character we wish to portray within the virtual space. To put it in another way, we try to consciously not act as we would normally do; in a sense, we perform acting like in theaters or movies - which is the principle behind Tabletop RPGs. But in DOSII (and in RPGs in general), players are halfway between role-play and just play since their main role is already determined (hero, chosen one, exile, etc.). Under those circumstances, the players find themselves naturally tempted to apply their own inherent behavior to their action. Compellingly enough, Larian Studios observed that the majority of players has difficulties to inhibit their good conscience, and would play a «good» playthrough rather than an «evil» one, despite trying to do so at first.

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    During the announcement livestream for the release date of their latest title, Baldur's Gate 3, Larian Studios' Senior Writer Adam Smith in fact compelled players to do «the bad thing»:

    We don't want to deliver 45 000 lines of dialogue to you as a speech, we want you to discover them; we want you to interact with them; we want these to feel like conversations. So, you're gonna get, on a playthrough, the ones that fell right for your playthrough and I'm gonna do something...I'm gonna implore you all. We know that most people tend to be good people when they play CRPGs. It's the [Divinity Original Sin II] metric that shows that. So, what I'm gonna ask you to do if you play [Baldur's Gate 3] early access, use it as an excuse to do the bad thing; I want you to be the worst version of yourselves [...] Some of [the characters] you'd never speak to, some you just kill if you're playing the good option and some of them have really interesting stories to discover, so I beg of you, be evil, just this once, but be good in your life (Larian Studios 2020).

    Using their experience with DOS II, the designers wish players to go as evil as they can, so that they can discover all the game has to offer. Because they know that most of them act good whether because they want to be heroes, or just because they act good naturally. Designers also wants their game to function as a «digital Dungeon Master», that allows players to react as they see fit (ibid).

    Of course, it is important to note that players do not solely think their action over their character's personality. Often, rewards are taken into account: their decisions can be based on the best equipment or the greatest amount of gold they can obtain. In this case, pragmatism supplants idealism or romanticism. Contrary to tabletop RPGs, CRPGs like DOS II are not based on imagination; the player branches part of the narratives along their decisions, but the story includes a finite number of possibilities in a set up world. For these games, guides and walkthrough are common occurrences, so the player knows they are able to acquire knowledge over a specific branch and the entailed rewards beforehand. Similarly, there are saves and checkpoints: any fail or bad choice can be void if one desire so, just by loading a previous save. The player thus is able to make as many attempts as he need to in order to obtain the results they want.

    In essence, DOS II is a D&D inspired campaign with fewer flexible plots and outcomes. That is because in video game RPGs, the game master is basically a computer: it cannot sway out of the pre-programmed story. It does not adapt the story through play, but provide a set of possible outcomes for the player to choose. Ian Bogost highlighted this contrast though the comparison between online and traditional retail: since the latter is managed by humans, they can be reasoned with over basic processes like a return policy. Should a client try to return a product too late, the problem may be solved through persuasion or even tantrum. Humans can

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    bend the rules. However, for computers, rules and policies are unalterable; a late return is then automatically rejected (Bogost 2007, 5-6). For RPGs, this contrast is heavily marked by their non-emergent nature compared to Tabletop RPGs. Those are inherently emergent as there are no boundaries if not for the players' own imagination. In a video game, technologies and designs dictate the affordances, the space of possibility for them (Fassone 2017, 74). As such, RPGs, despite being deeply rooted with their pen and paper counterpart, rarely display emergence. They offer vast choices regarding the player's character, its overall evolution, and the whole narrative, but all those choices fall into the expected. The plotlines as conceptualized by the designers and the plotlines formed by the player's input are outlined, but never divergent. The player influences the course of the whole story, though it stays within the array of possibility framed by the designers. If a dialogue leads to five possible choices, it also means that there are five different outcomes; the outcome is decided, not created.

    Back to the avatar, it certainly establishes a sense of immersion as a body-object that marks the player's presence within the virtual space. They frame its characteristics and control its actions; therefore, they manipulate a character while being the character at the same time. Yet, as far as our understanding of the notion of immersion goes, the phenomenon occurs in a succession of specific moments (intense battle, deep reflection on choices, narratives...) without being constant nor systematic. James Newman talks about a «continuous feedback loop» in which the player has to be seen as «both implied by, and implicated in, the construction and composition of the experience» (Newman 2022). Throughout my play sessions, I often find myself deeply involved in difficult, long fights that required more attention than usual. On the other hand, more than once did I play my character outside of its initial frame. In most cases, it was my own personality that would transpire: with a companion I did not want to be mean to, for instance, or a choice I made to obtain a better outcome. Hence, as players, the cognitive frames are fluid: we assume our role as the main character, engrossed by the numerous in-game activities, whilst our own identity comes into the mix to constantly reconsider the actions. The player and the Character's identity provide an immersive experience by being separated; it allows a deep engagement both through the avatar as the object of our representation in the simulated world, and our knowledge of the game system. Like Salen and Zimmerman note, the pleasure in the act of play in fact comes from the player that «embraces the flexibility of this movement, coming in and out of immersion, breaking the player and character frames, yet all the while maintaining the magic circle (Salen and Zimmerman 2003, ch. 27, 36).

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    Eventually, the connection the player shares with their avatar thus allow a physical and mental projection into a game world, to interact with it and experience its story. All in all, it is a relocation of awareness that permits to establish relations with the said world, strengthened by the connection with a customized virtual representation (the avatar-character). The player then moves in and out of the character frame, fashions the act of play through their role within the game and their identity as player. Moreover, the avatar as a character can project the player self-representation which entails social behavior within an online virtual space. Then, games like MMORPG demonstrate another dimension of immersion.

    C- MMORPGs and the social Heroes: Forging the tales within a community

    Over the course of this work, we have established a conception of dual narrativity that exposes narratives as intended by the designers--the narrative design--and narratives developed by the player, as a participant in a linear, pre-scripted progression (a game's story with a beginning and an end) or as a player-author within a game that forfeit major part of the designers' control over the storytelling process. According to Geraldine Wuyckens, MMORPGs add a third layer of narrativity, that is to say narratives, «created by the community of players»:

    Many players do not solely interact with the game, but also invest in activities that were not initially planned by the designers. Those activities are part of the meta-game, which gathers the activities that form around the game together: fanfiction, players' communities (guilds), websites and forums, capitalization activities (sale, purchase, collection) or even players' meetings in real life. Matching the game activities, those of the players generate stories; there are created by them and their interactions with each other. [...] this third narrativity is composed of a set of tales that contribute to each other. They can be fashioned individually or collectively, inside or outside the game. What establishes the specificity of the MMORPG narrativity, and distinguishes it from the offline games, mainly concern the story build collectively, since it is made possible by its nature of MMO (Wuyckens 2018, my translation).

    Wuyckens's approach on MMORPGs narratives considers a community of players a whole entity; players, by themselves or in groups, shape various stories independently of the game initial given objectives using both the game world, its lore and rules, and extra ludic elements of their own creation or not. Analyzing MMORPGs social dimension and the place of the player in it, enables to understand players' perception over the narratives and the game world as well

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    as their «life» inside the game. MMORPGs are probably the closest thing to an actual virtual world; by enabling a great number of players to interact at the same time, in the same space, it becomes a social playground. Story and plots are therefore created for the community to share and recount beyond the game boundaries. In this context, we will also explore the narrative basis.

    Online and massively multiplayer: beyond the act of play?

    What led me to investigate MMORPGs is that, within the whole medium, MMORPGs hold a special place. With top games like Final Fantasy XIV (Square Enix 2010) and World of Warcraft respectively registering an average of 2M and 1M active players per day21, their economic component with sale and trade, and their overall design that encourage interaction and communication, they are not only great research materials for the game studies field, but also for many other academic fields (economics, linguistics, culture...). Regarding my own research on narratives, MMORPGs best express the points I explored until now: they display gigantic worlds (most of the time within an open-world design) which player experience through an avatar that is shaped and evolve through play, in the same manner as for RPGs. Moreover, MMORPGs are the ideal playground regarding emergent behavior, especially in regards of what Celia Pearce refers as «social emergence» that connect with the world design and affordances (Pearce 2009, 188).

    More than Hades or Sea of Thieves, MMORPGs are known to be very time-consuming especially for whom has but little experience with them. The reason that compelled me to explore narratives in MMORPGs nonetheless is that I am a regular player of these games. The knowledge I acquired prior to my work allowed me to drastically reduce the time needed to undergo the observations as a researcher. At first, I opted for New World, a recently released MMORPG from Amazon Games Studios. Whilst it presents basic aspects of the genre, two of its particularities are that the economics are entirely managed by players (no NPCs to sell or buy objects) as well as its strong orientation towards PvP (Player versus Player) with three factions constantly disputing control over the world's territories. Thus, it appeared to me as a good research material since I could witness firsthand how the player would approach the game,

    21 Based on the statistics estimates by the MMO Populations website ( https://mmo-population.com/activity).

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    and the evolution they would enact. However, after many hours in the game, I found myself unable to gather enough substantial data. During its first weeks of release, New World was unstable: due to technical difficulties and a large surge of players that oblige Amazon to increase the number of servers (Yin-Pool 2021), the game revealed arduous to access to, which disrupted my investigation. The slow pace of my progression then led me to look for other subjects.

    After several weeks at looking upon various popular MMORPGS, I decided to conduct my research on Final Fantasy XIV (FF XIV hereafter) on the basis that, for starters, I had played the game a certain amount of time before. Hence, I was already accustomed to its world, its mechanics and the culture surrounding players, as well as their way of enjoying the game. Progression within the game was not an issue since I had experienced most of the game story beforehand along with my high-level character. Developed by Square Enix's Creative Business Unit III, FFXIV launched September 30, 2010, in what is now referred as the version 1.0. Following the critical and commercial disaster of this version, it was shut down and relaunched 3 years later (August 27, 2013) in the 2.0 version that is still up today, with four added expansions.

    Apart from my affinity with FF XIV, what convinced me to undertake research on it is that, even among the other MMORPGS, FF XIV put a strong emphasis on players' socialization; notably so, it regularly strengthens their ability to simple «live» within the game. This aspect appears even more relevant as FF XIV is multilingual by design: it is available in four languages (English, French, German and Japanese) whereas the players repartition in different servers are done on a geographic rather than linguistic basis. In other words, FF XIV is a virtual space where players from different countries and culture, who do have the same native language, play and communicate with each other daily. Additionally, it is a game where the player-avatar relation seems especially strong, for reasons I intend to highlight below.

    Coupled with FFXIV, I carried out my analysis using World of Warcraft (WoW hereafter). Released on November 23, 2004, the game from Blizzard Entertainment greatly influences the design of MMORPGs (including FFXIV) and still stands nowadays among the most popular ones. I believe that examining WoW amounts to investigating MMORPG as a whole. With that being said, because it would have required more time than I could spare, I did not play WoW for my work. Instead, since numerous research was conducted on the game with various prospects over the years, I leaned on some that work as well as my own knowledge about the game. By doing do, I intended to add value to my participant observation in FFXIV, and better comprehend the player-game relation within MMORPGs.

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    The play to the social: investigating emergence from the social dimension

    In her book entitled My Life as a Night Elf Priest, anthropologist and professor of the Department of Informatics at the University of California, Bonnie Nardi compiled about three years of ethnographic research on World of Warcraft in which she exposes the «peculiarities of human play» and what drives the players in this «visual-performative medium» (Nardi 2010, 6- 7). In the chapter «What Is World of Warcraft and Who plays it?» she provides a concise, yet introductive description for the MMORPG: `MMORPGs are role-playing games with hundreds, thousands, or millions of players. However [...] World of Warcraft is a social world as much as a game' (ibid, 17). MMO stands for «Massively Multiplayer Online» and designate video games which game design revolves around the capacity of having a large number of players that can play and interact in a same, persistent world. MMORPG (massively multiplayer online role-playing game) then reprises the RPG concept--the player controls an avatar character and manages its evolution within the game world--in the multiplayer setting. With that being said, according to Nardi the MMO acronym is «not entirely accurate» as what defines the MMORPG is not as much the multiplayer aspect as the social dimension it entails (ibid).

    Besides the multiplayer aspect that forms the basis of the genre, MMORPGs indeed display a large social playground, for the most part conducted through their persistent world. To broadly present the notion, a persistent world is what the name indicates: a world that exists continuously, and sometimes changes, even when the player is not actually playing the game (i.e., when they are offline). The world in question is maintained on a server; usually, an MMORPG exists in multiple instances, which correspond to a server where players are assigned according to a geographical and linguistic basis. Players of a same server thus log in the same persistent world. More than persistent, it is capable of thousands of concurrent players, for MMORPGs are «synchronous» games, meaning they allow simultaneous play (Bogost 2004, 1).

    That combination is what creates the virtual world in the strict sense of the term, i.e., closest to emulate «real life.» To log out the game becomes similar to return home after walking around town and crossing paths with many people: back in one's house, those people no longer exist in one's immediate space, but they are still out there, attending to their business. In fact, MMORPGs have towns that serves as a «hub» for the players like Stormwind City and Orgrimmar, the two main capitals in WoW that represents the two opposite factions (respectively the Alliance and the Horde). Players frequently gathers in these towns in order to

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    trade, buy, sell or upgrade their equipment. As a result, similar to «real» towns, one can observe places crowded with players. In FFXIV, such places tend to be the «Aetheryte Plaza» (the cities' main square) or specific districts like marketplaces; walking around the cities, one gets to observe actual mobs enjoying their free time. I found this aspect especially interesting from a narrative angle: in the same way we do not pay attention to every single person when wandering in town, we perceive this mass of players as an inherent part of the cities we walk through. Just like a pair of NPCs which make a ruckus in a bar in The Witcher III, the players blend with the background. From a one's perspective, it could be argued that they are a compelling and dynamic aspect of environmental narratives.

    Here, I argue in favor of the social dimension as an inherent component of the game narratives, which connect to the community creation, Wuycken's established third narrative. Celia Pearce, in her book Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds, determined that such networked social system provides a «feedback engine» for what she calls «social emergence,» notably through the game and world design (Pearce 2009, 45, 188). Since MMORPGs are virtual worlds which take in numerous players at once, their design includes tools for players to communicate and interact with each other. They can form groups, join guilds; they have a chat box with several channels, allowing to converse privately or across a given area; in some cases, they are able to obtain their own house. Also, it extends beyond the game itself: there are websites, forums, discord servers and social networks (Twitter, Reddit, Instagram, etc.). Players craft their own community space as well, often focused on specific aspects of the game. FFXIV community for instance created a discord server for the «official» subreddit (/ffxiv) which has more than 220,000 members; the website «Eorzea Collection» is a fan-made catalogue for players to share their «glamour,» i.e., their character's outfits. MMORPGs designed affordances regarding social systems thus favor «an accelerated form of emergence,» for the «social context of play and the design of the game software itself facilitate this feedback process» (ibid, 45).

    The act of play within MMORPGs is therefore inherently social. The play induces «social feedback» from which emergence manifests. Players use the particular context and the game affordances to partake in social activities they organize themselves. It includes large-scale gathering, fashion show and even online weddings--FFXIV has its own wedding system (the Ceremony of Eternal Bonding) for which two players must set up a date, can invite other players and obtain various gifts such as the wedding outfits. But beyond «basic» activities, players use the social playground inherently provided by MMORPGS for social organizations like wide

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    protests. In July 2021, the California Department of Fair Employment and Housing (DFEH) sued Activition Blizzard (which own WoW) for its «frat boy» culture in which female employees faced widespread sexism, sexual harassment, and were subject to unequal pay and retaliation (Allsup 2021). Following the DFEH lawsuit, many WoW players were horrified to learn about the terrible alleged culture conducted within the company that own their precious game. In response, the role-play guild Fence Macabre organized an in-game protest on the Wyrmrest Accord and Moon Guard servers against Activision-Blizzard. A large number of players gathered on Oribos (a game capital and social hub) for a sit-in to voice their disappointment and show their support for the victims of the company's hostile culture (Marshall, 2021).

    Social phenomena in MMORPGs are common occurrences and WoW, which has existed for almost twenty years now, certainly had its fair share of it. With that being said, I looked upon similar social phenomena that occurred in FFXIV. Paralleling the way I gathered data for my analysis on Sea of thieves, I explored FFXIV forums and subreddit and extracted information I believed was relevant for the subject at hand (see Annex 2: Final Fantasy XIV related posts sampled). What I found particularly interesting was the events that occurred in a scale that encompassed a good part of the community. In 2014, the Redditor Pattmyn posted a story on/rffxiv about his friend, an FFXIV 29-year-old player under the name of Codex Vahlda, who was passing away due to complications from renal failure. On the game official forums, players shared the story and organized a vigil on several servers. Kaes, the player who initiated the thread on the English forums wrote, «This is happening in Gilgamesh [name of the server] [...] a memorial for Codex Vahlda, an adventurer who is leaving Eorzea, and the real world, forever.» Thus, both friends and strangers paid their respect for the man with light shows made out of their character's skills and «build» his name on a beach. For those who happened to be on Codex Vahlda's server, they went in front of his Free Company's house (FFXIV guild equivalent) and kneeled with prayer. The press video game website Kotaku relayed the event and shared several pictures of it, coming from different servers. The article's author, Mike Fahey, commented on the MMORPGs community, stating, «when a group of peoples is deeply invested in a virtual world, be it Eorzea, Azeroth [WoW] or Norrath [Everquest] or wherever, there is a bond there that crossed any and all real-world lines (Fahey 2014).

    In a touching way, MMORPGs communities are indeed no stranger when it comes to pay respects for those who passed away (in real life) and FFXIV alone contains many examples.

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    More recently, its community paid tribute for Miura Kentaro, famous author of the Berserk manga, who passed away at 54. He was considered as one of the greatest mangaka22 as Berserk greatly influenced numerous works, including within the video game medium. The Dark Knight job in FFXIV is heavily inspired by Berserk and echoes its universe with several elements, most notably its great sword and its armors (Messner 2021), which is well known by the game community. Hundreds of players thereupon lined up in Ul'dha (one of the game capitals) across different servers as Dark Knights [Figure 17], their sword stuck in the ground.

    Figure 16 - Final Fantasy XIV screenshot by redditor Renaart. Players as Dark Knights paying tribute for the late Miura Kentaro.

    Though common within MMORPGs and relevant illustrations regarding social emergence, these large-scale events remain few--thus not necessarily a faithful representation of players «everyday life» inside the virtual world. As part of my studies on FFXIV, I decided to spend a few hours in Limsa Lominsa, one of the game most crowded cities. More specifically in the Aetheryte plaza known to be many players' favorite place to spend time in. My purpose was simply to carefully observe players, how they were passing time here outside of basic game activities (exploration, dungeons, battles, etc.).

    22 An author of manga.

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    In the time I spent in this spot, the most noticeable I noted was that many players did not conduct any particular activities. They were literally doing «nothing.» But they were not «AFK» (away from the keyboard), they were idling. As surprising as it can be, idling appears to be a genuine part of the FFXIV experience. As we mentioned earlier, players themselves intertwine with environmental narratives, as part of the MMORPG (synchronous) design. However, they do not do so by simply «being there»: they enjoy various methods of expression and performance afforded by the game. They dance, perform particular emotes, roll different poses to expose their glamour and cosplay, do role-play ... all the sights and sounds act as a «background noise»--in fact the game enacts an ambient «brouhaha» whenever numerous players are gathered together. More than just noises, there are actual musical performances. By playing the Bard job, one has access to a «performance mode» [Figure 17] which allow to perform virtual instruments (electric guitar, panpipes, clarinet, cello...). It is thus possible to compose, record, and share your own music. Hence, music performance is part of idling: while some players share their performance, others sit by, dance, and enjoy it. During my observation, a Bard played for about an hour and played various known video game music. I could recognize «Type A» from Tetris, «Song of Storms» from The Legend of Zelda series, and several more I did not know were performed as well. A few other players gathered around the Bard and cheered him using emotes with glowing sticks. The Bard player, through their avatar-character, transposed their own musical references into the virtual world and threw a street performance for anyone to enjoy.

    Some time later, I came back to Limsa Lominsa Aetheryte Plaza, hoping to gather more data regarding my observations. Unexpectedly, I stumbled upon a mob massed at the center of the plaza. It certainly looked like a party, with the large number of glowing sticks waving around, and characters dancing and performing numerous noisy emotes. To my surprise, it happened to be a live concert, performed by an actual in-game band. The performance lasted for about an hour, with music from videos games & anime. After the show, i went and search about the band on the/rffxiv and twitter. I then found out they are called «Mosh Mosh» and conduct a concert tour [Figure 18] on a regular basis, set up a grand festival all across the game cities and servers. They are in fact famous among the community; several posts on/ffxiv stated they were the reason «They love the XIV community,» and «always a fun time.» In my view, it properly illustrates the social emergence powered by feedback Pearce established: the game provides different actions to perform (emotes, dances, poses, music performances, etc.), whereas players respond by breathing life with it. They become fixtures of the game world,

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    inextricably bound to it. Access to music instrument allowed Mosh Mosh to be born. They now fashion the game experience of a large number of players through their concerts. Idling appears now as a genuine game function.

    Figure 17 - Final Fantasy XIV, my character in the «performance mode» playing electric guitar.

    Figure 18 - Picture from twitter user @CeresCloudsXIV. Final Fantasy XIV, Mosh Mosh live concert performance at Limsa Lominsa.

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    FFXIV let players idle in various ways--mostly without constant input--to the point that the title is as much the grand epic fights against monstrous foes (and the acquisition of items) as the lounging in a city's street before people playing the panpipes. The play is embedded within the game social dimension. The events I was versed in during my observations may indeed represent a big part of the players' broad experience. Significant enough, a redditor under the name of Daddical shared his thoughts over the game, which certainly highlights the compelling experience regarding the social dimension:

    FFXIV opened my eyes to enjoying the actions of the people around you [...] During that time I am looking at the crowd he has gathered and what is that? Only the most badass looking Lala the world has ever seen. Oh, and what is that? An M.Bison cosplay glamour. Wait are these people standing around the plaza rolling through different poses to show off their glamour? What is that emote and where do I get it?! [...] There was so much player driven, player made, player enjoyed content going on around me. These people weren't just stopping by Limsa to sell some things and head back off to their next grind for pre-raid BiS [high-level equipment] or for some super rare mount. It was just people doing the things they enjoy in the game with other people who enjoy doing those things.

    MMORPGs heavily on their world constructions, their environment. For players to be immersed in it, it has to display consistency and coherence, the world must be whole and feels complete. It has to convey a sense of «worldness» (Pearce 2009, 20). In a context where details of the whole virtual world environment produce a big part of the narrative experience, what they do best lies on their capacity, «to give concrete shape to our memories and imaginings of the story world.» They provide the means to experience an immersive environment «We can wander through and interact with» (Jenkins 2004, 7). What I extracted through my observations, and what Daddical experienced here, reflect such detailed environment, filled with players that appropriate it and became part of it. Their inventiveness, like the concert performances, stems from the game affordances, whereas that same creativity forms its consistency, as well as its aesthetic.

    All in all, we explored but the surface regarding FFXIV (and MMORPGs in general) social dimension. A lot of additional work would be required to thoroughly identify the elements which shape the entire social playground. Nevertheless, the data gathered through participant observations and research denote the complex nature of the social environment and the scope of the narratives it generates. Beyond the game itself, players create interpersonal experiences through the social emergence the world construction affords.

    Although, as Pearce note, emergence «occurs over time,» social emergence is therefore «the outcome of prolonged and repeated interaction with a persistent networked virtual world

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    through a persistent identity» (ibid, 186). To enable the enactment of social activities such as described above, players obviously have to familiarize themselves both with the game world, its rules, affordances, and with the character they embody. For MMORPGs, it starts with a common background, a story in which the player progress along their avatar-character.

    Hero for the history books: player character living the story...

    In like manner of open-world games such as The Elder Scrolls V: Skyrim and Cyberpunk 2077 we discussed in previous sections, MMORPGs both afford the player freedom to navigate the world and push them into a built-in storyline that provides a more or less linear progression, a begin and an «end.» The player explores the game world following a narrative arc that serves as the game's overall background; it builds the cosmogony and fashion the referenced universe (Wuyckens 2018). Among the most popular MMORPGs, the main storyline that revolves around the «chosen one» trope is predominant--de facto, the heroic fantasy. WoW, FF XIV, but also Guild Wars 2 (ArenaNet 2012), Lost Ark (tripod studio 2019) or The Elder Scrolls Online (Zenimax Online Studios 2014) all position--to various degrees-- the player as a unique hero, adventurer, someone chosen by destiny, who appears as the only one up to the task ahead. The premise usually changes depending on the avatar conception; the player choses a race, class, tribe, that dictate the starting point of the adventure until it connects to the grand story. That particular exposition not only it easily exposes the player to the story, but it also makes them and their avatar a central part of it.

    Yet the story as a whole is not enacted solely through a main plotline: it forms through a multitude of quests that each contributed to the global narratives. Through their experiment, Emmett Tomai et al. determined that quests, as stories, «combine computationally friendly constraints and in-game metaknowledge with open-ended narrative» while demonstrating «how many versions of the stories can be told» (Tomai et al. 2014). In other words, they strengthen the player's comprehension of the game world and reinforce their implication in it. By enabling their character to gain experience, learn new skills and obtain better equipment, those quests interlock the character's powerfulness with the narratives. The player's path of progression widens itself as their character becomes more potent. The more level they have, the more there are new areas, quests and NPCs to interact with. The main storyline thus guides the player, while giving them a larger navigable space. The narratives values stem from their decisions

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    regarding their course of actions, the quests they accomplish, their character's evolution and their interactions with other players. Here again, it reflects Cayatte's dual narratives, with the player-author who fashions their narratives within a «framed experience that defines the game's processes» (Cayatte 2018, my translation). That is also what Wuyckens refers as the first and second narrativity: the game main narrative arc works as «a frozen storyline» which places the player inside a grand story so that they may progress in the game along their character (Wuyckens 2018).

    Moreover, as we already determined, MMORPGs are network play environments set in persistent worlds: by design, they are scalable. The evolve over time, through updates on a regular basis, but also through the community's actions. The main storyline conclusion is not an end, but a gateway to further possible plotlines: strictly speaking, the game itself has no end. Marti notes that these games induce the player to set up his own goal outside of a centralized story:

    In these evolving games the player is encouraged, as mush by their position as by the elements implemented, to involve themselves in a plot they get to drive rather than to be immersed in a plot produced by another [the designers], while they comply with the environment technical limitations. These are games that, at various degrees, make the player assume the role of an author within the game: the very purpose of the game is to develop a story, not to play one (Marti 2014, 11, my translation).

    Indeed, MMORPGs tend be split in two parts: the storyline or the narrative arc under which the player and their character progress, and the aftermath, what players refers to «endgame.» The endgame comprises every kind of activity that can be performed once the main quests are completed and usually, when the character reaches the highest level. From side quests, to powerful foes to beat, as well as specific areas to explore and even better items for the character to obtain, the endgame offers the player numerous goals they can set for themselves. For the designers, it often represents a milestone: it is supposed to keep players engage with the game as long as possible. Lots of MMORPGs players have their appreciation of the game almost entirely determined by this aspect--which will be further examined in the following section.

    Then again, I believe Marti's observations regarding the game's plot needs to be slightly nuanced. Here, I thus seek to broaden the observation further. If MMORPGs certainly seek to provide a large virtual space for players to experience their own adventure, they use their evolutive nature for narrative purposes as well. These games often intend to further deepen their lore; they use their never-ending longevity to tell longer stories and immerse players in it--an

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    approach we could compare to TV Shows seasons. Though it can be regarded as a special case among MMORPGs, FF XIV surely illustrates how the genre can recount a tale that extends through several years, blending together closed and opened narratives.

    The setting of the game falls into a rather classic heroic fantasy inherited by the Final Fantasy series from which it is the fourteenth main installment--the cult JRPG franchise was in fact originally inspired by Dungeons & Dragons. The story takes place in Eorzea, within the world of Hydaelyn. We assume the role of the Warrior of Light, a being chosen by Hydaelyn, the mother crystal of the world (that carries the same name). Our overall progression goes through a specific series of quests untitled «Main Scenario Quests.» It comprises all the plots that are directly bound to the main storyline. Our journey begins in one of the three grand city-states, Limsa Lominsa, Gridania or Ul'dah, depending on the class we first chose for our avatar. We start with very simple quests meant to introduce this new world, the people that live in it and the difficulties they are facing. Thus, the first plots are rather down to earth and quite centered on our understanding of our surroundings, the exploration of various areas and meeting important characters. Before anything, we are an adventurer. Then again, these minor quests are meant to converge towards the bigger picture. The more we progress within the game, the more we are immersed in a story beyond us: the stakes become higher, the enemies more dangerous, our objectives more «extraordinary.» Little by little, we are acknowledged as the Warrior of Light, the central piece of the story meant to «save the world.» From mere bandits to make flee, we take our journey on the moon where we confront a godlike entity.

    Wuyckens notes that the whole story of MMORPGs is as much the result of multiple plots dispatch on the numerous quests and events as the transmedia storytelling. Websites, stores or videos are used by designers to extend the depth of the game's lore (Wuyckens 2018). Announcement trailers always give a glimpse at game's themes, expectation over the story and details of it. Outside of their obvious commercial role, MMORPGs trailers effectively expose what to expect going forward. Blizzard Entertainment is very well known for its grandiose cinematic trailers for each WoW expansion, that display the game world in a gorgeous and epic way, whereas the theme and tone of the expansion are set. For Nicolas Ojeda et al., the «narrative nature of the animatics makes them a key element in the strategic construction of the WoW semantic universe.» The player's experience is imbued with meaning beforehand; it «contextualize and personalize» their adventure, the stories they will construct (Ojeda et al. 2019). Through its cinematic trailer, FFXIV presents a sense of continuity: the main character (the player) is represented by a male Hyur (FF XIV human equivalent)--the community calls

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    it «Meteor survivor» or «Meteor»--whereas he projects parts of the events that will be enacted. Plus, each expansion trailer highlights one of the game's jobs (class) through this character, both to present the new ones and to demonstrate the character's acquired abilities along the story. The trailer of Shadowbringers23, FFXIV third expansion, even shows «Meteor» switching jobs at will for the first time, definitely putting the prime gameplay system 24 of the game canonically in the story.

    The trailers also serve to underline MMORPGs conceptualization of storytelling: they segment the narratives that shape the whole story through their expansions and updates. Director and producer of the game, Yoshida Naoki, explains in the video The Creation of Final Fantasy XIV: Shadowbringers--Episode One: Telling a Tale how they set up the various storytelling elements within what feels like an episodic game:

    Typically, with a title that's a standalone25 release, there's a philosophical message we want to share with our players. But with Final Fantasy XIV, we're constantly updating, refining and moving forward with what we deliver to our players. It sorts of feel like a TV series--so if asked if there was something we wanted to say with Shadowbringers, if we look at our current story as the Hydaelyn and Zodiark arc, we are reaching the climax of that particular narrative now. We had different mysteries and elements that were unclear up to this point; but for Shadowbringers I told my team they can go for it and reveal about 80% of everything related to this story arc.

    Each expansion enacts a storyline that is intertwined with the narrative arc that encompasses the whole game. Like TV series episodes that narratively respond to each other, expansions bring multitudes of plotlines which expand the lore and incorporate themselves among the story. They narratively feed the player with the new elements they bring to the table. At the same time, they create further expectations for the next updates or expansions to come. For many players, expansions stand as a good enough reason to come back to the game after a hiatus, and delve into new adventures with their avatar. Even regarding the main story, the game is designed to be in constant evolution.

    Similar to a classic RPG, FF XIV recount a tale in which our avatar-character takes the main stage. However, as we stated before, an MMORPG is synchronous: players share the same

    23 Final Fantasy XIV: Shadowbringers Full Trailer. https://youtu.be/4tyuIh12_HU

    24 In MMORPGs, each character has one class attributed at the beginning. However, In Final Fantasy XIV the player's character is able to learn every class and jobs of the game, regardless of the one it started with. Then, it is able to switch from one to another at will by equipping the corresponding weapon.

    25 Here, standalone refers to video games that functions independently from any other game, should it belong to the same franchise or not. The term is to be opposed to «expansion» or «DLC» that suggest the possession of a «base» game.

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    game simultaneously, they live in the same world. Thus, the main storyline that serves as the backbone for the whole game's cosmogony is not meant to be altered; conversely to typical RPG where the player is presented with choices to make in order to take the plots in the wished direction, MMORPGs constraint them (plot-wise) in a unique path. Towards the story, the player appears more a protagonist than an author. Nevertheless, the game seeks to tell a tale for which they feel like it is their own. For instance, FF XIV frequently affords dialogue options [Figure 19] incidental to the plot proceedings. Regardless of the line chosen, the sequence of events remains unaffected; it only slightly alters NPCs following line or reaction. The purpose here is for us to pick the dialogue that befits the most of our character. This illusion of choices is part of narrative design tools that aim to make the player feel involved in the plot--their ability to interact is inconsequential, but them being part of the story would be genuine.

    Figure 19 - Final Fantasy XIV, example of dialogue tree occurring during quests.

    As far as the Main Scenario quests series is concerned, the agency we get as a player is therefore limited. Not on the rhythm of progression--we can attend to other activities between each quest--but on the nature of our adventure: whatever we do, we are the Warrior of Light. As we stated in the section «Player's agency: to interact or not,» this lack of agency is intended by the designers who wish to better handle the storytelling. Hence, the title regularly resorts to cutscenes to set our actions in a significant narrative frame. Interaction gives way to immersion. It is also a means to echoes the various elements introduced by the trailers for instance;

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    cutscenes and other «non-playable» situation can unveil the origin of specific events initially described in extra ludic and transmedia elements (Marti 2014, 6). Adding the episodic format characterized by the expansion, and the cinematic trailer that exposes the game continuity, the immersion is therefore based on the diegesis and the narrative elements unknown to the player.

    In contrast with Marti's statement, we drive a plot, a full story arc even, produced and tie together by the designers. We embody our avatar-character and assume the role of the hero in a story where the low interactivity allows stronger emotional effect (Fregonese 2017, 105), attachment and empathy towards the characters, as well as a deep involvement for what is at stakes (the world). Above all, FF XIV wants to establish the player as the hero of its world. For this reason, it portrays our character as such through its staging, thus frames the act of play around the story. Notably, the fourth expansion, Endwalker, staged the main characters in a final scene, with our own in the center. The said scene served as the game end credits and significantly enough, our character is attributed in it [Figure 20] It is a final acknowledgment of our status in the game's story, as well as a narrative contextualization for the further adventure we might undertake.

    Figure 20 - Final Fantasy XIV, my character appearing in the game's end credits.

    MMORPGs, including FFXIV, then purposely provide a narrative basis for the player, while also allowing imaginative input. It comes back the inherent dual narratives of the open-world design, for which the game world becomes «a generator of stories in the same fashion as

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    pen and paper RPGs,» which attract many players «with different profiles who can develop their own storyline, and pursue the goals» they can set for themselves at any moment (Fregonese 2017, 121). In essence, the narrative arc lays the main background for emergence, notably taking place within the endgame.

    ... then redefining the tale: author of the endgame and builder of the community

    Generally, MMORPGs offer high-level contents in the form of grand battle against very powerful foes. Historically, WoW is known for its large-scale raids with up to 25 players attending to the task (for a time, it could go up to 40). Raiding activities is an important and complex part for the game. A lot of players only aim at this type of content, thriving for the challenge it procures, and the source of excitement it becomes when victory is achieved--as well as the powerful pieces of equipment and various artefacts they can obtain in it. As the most difficult activities to perform, raids require a lot of investment from the players, which in return gain in excitement whenever the goal is reached. Indeed, raiders (players who participate to raids) need considerable preparation for their endeavor; their characters must be at the current max level, of course, but must also possess finely tuned equipment. They also have to ready a supply of consumables (foods, potions and elixirs) that enhance the character's statistics for a limited time. All of which can require more or less intense farming26. Overall, raids also demand players to be efficient at applying complex strategies, which entails a good level of communication with their teammates--usually, there is a raid leader that performs «call-outs» for each step of a fight, facilitating the strategic exercise for the whole group.

    Bonnie Nardi learned herself to be a «raider» to better comprehend what they are playing for. She notes that this preparation and dedication were generally perceived as a genuine «work» by the raiders, in an «energized and positively valued» sense (Nardi 2010, 99). She then summarizes the play at a high level as a «freely chosen activity while at the same time opening the potential for work-like results» (ibid, 101). Surely, raids here extend the experience beyond the simple act of play; it involves as much individual as collective efforts, communities' experiences that create bounds while players' commitment deploys self-performative

    26 Farming or «grinding» in video games refers to «the act of performing repetitive tasks to achieve a desired outcome» («grinding (video games)» 2007). Usually, the goal is to obtain specific resources, loot or piece of equipment. It can also designate the repetition of tasks that aim at gaining level for the character.

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    development. Moreover, I argue that this high-level form of play entails its own form of narratives, whose scope encompasses the players and the game, both inside and outside the game world boundaries. As it is, I believe these narratives fall within the third narrativity suggested by Wuyckens. Although the endgame authoring does not emancipate from the narrative duality--which is the case of role-play as Wuyckens demonstrated (Wuyckens 2018)--it is thoroughly enacted through the community aspect. Plus, since the high-level play involves a whole strategy facet, it could be considered part of the «metagame.»

    To begin with, nowadays, raids and other similar content in MMORPGs have an esport27 side to it. When a new raid, or a new raid difficulty, is implemented in WoW, it quickly turns into a race between the strongest guilds to see who will beat it first. It usually takes days, even weeks before one of them gets the «first clear» and the moment it happens, it is a great source of recognition from the whole community, but also from the designers. As an illustration, for the last raid difficulty from WoW's expansion Shadowlands, «Sepulcher of First ones» on mythic difficulty, it took 18 days for the guild named Echo to «win the race» (Harris 2022). Blizzard Entertainment then immediately shared the news on Twitter, stating that the guild was the champion of the «RWF» (Race to World First)28. The acknowledgment itself represents the only reward for being «the first,» yet it is seen as a genuine competition watched at every step by a good part of the community. But outside of the competitive side--which affects only a limited range of players--high difficulty content represents a «game after the game,» a distinguished experience from the one initially offered.

    FF XIV certainly does not break with this inherent MMORPG aspect: the title provides what is called «Extreme Trials» and «Savage Raids.» When a new challenging content of the sort comes up, players can spend hours, if not days establishing strategies from the ground up. Then, they share their solutions to other players--mostly through YouTube guide video--that in turn apply a given strategy and learn through their own «trial and error» phase until they manage to emerge victorious. Having max level character at my disposal, I went and try myself in these challenging content FFXIV has to offer--at least what I could have access to. Interesting enough, the community established their own means of communicating a specific

    27 eSport (or e-sport) stands for «electronic sports.» It is a form of competition involving multiplayer video games, typically played by professional gamers and watched by spectators. Based on Dictionary.com, s.v, «Esport,» accessed April 25, 2022. https://www.dictionary.com/browse/esports

    28 World of Warcraft (@Warcraft). «It is done! EchoGuild is your RWF Sepulcher of the First Ones champion!" Twitter, March 26, 2022.

    https://twitter.com/Warcraft/status/1507842691400351749?s=20&t=dSpA321GV1R s6aQiagG w

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    strategy, by using macro commands. Before a high-level battle, the group leader usually generates a minimalist representation of the encounter proceedings [Figure 21] using the chat box. Each player is given a position depending of its role (M for melee, R for range, etc.), with simple indications as to where they have to go according to the specific mechanics. It is a way to easily get everyone on the same page regarding the overall strategy.

    Figure 21 - Final Fantasy XIV, strategy and positions for a raid set up through a text macro post in the chat box.

    In essence, overcoming these challenges is the result of a large community effort: each player, or group of players, shares their insight regarding a given strategy, try it, refine it, create variants, and share it again. Tactics usually change over time as players try new ways to handle an encounter. The aforementioned macro represents an independent creation among several others, which depict a specific way to handle the various mechanics. It is an entire implicit process build by the community micromanagement, for which the game designers have no direct implication, which then would fall within the metagame.

    The metagame reflect a kind of emergent gameplay, as it refers to rules and elements outlining the game design. It is an alternative play generated by the player extended practice of the game or unexpected material factors (Boluk and Lemieux 2017, 4). It is a design actualization enacted by the player, whereas «metagame» slightly differs in meaning from one game to another--the applied definition thus is «decided» by a game community. Concerning MMORPGs, it usually refers to the rules combination and gameplay features the community fashions from players' empirical observation (strategies, characters' build, group formation...) that extend beyond the initial rules («Metagame» 2013). The various strategies players come up for high-level content, the way they are shared and enhanced would indeed be considered as part of the metagame. Of course, tactics designing by the community remain expected; in itself it may not be «meta» in the proper sense of the term, since it does not supplant the game rules. Likewise, the developers intend the fights to generate some specific response from the

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    players--the mechanics are meant to be a bit familiar (such as an attack marker you instantly know must be avoided). The metagame here would refer more to the community micromanagement in optimizing the strategy overall efficiency (specific positions, the use of the characters or the focus on specific classes). Players also regularly break the holy trinity29 and establish unorthodox group combinations, «not supposed to work.» The developers cannot foresee these elements; it is but unique response from players to a set of game mechanics.

    The «work-like» preparation, the learning of a complex strategy and the desire to surpass yourself, all embedded within a community effort, forge a powerful unique experience. It took me a few days before I could achieve victory over one of the current high-level fights, and it was indeed a great moment of satisfaction. I had to enhance my character's gear, fetch a specific type of food, before watching video guide that explains the fight step by step. I then trained with some of my friends that went back to the game for the occasion. It sure was intensive at first: almost any mistake would lead to a snowball effect of many other misfortunes, whereas the numerous mechanics were arduous to keep track of. The training was a constant refining of our capacity to apply the given strategy until we knew the fight by heart. Once we managed to defeat the «big bad guy,» we could say we were relieved to finally be done with the fight, but also overcome with joy knowing we were now «powerful» enough to make it bite the dust as much as we wanted.

    This whole process towards the completion of a challenging objective is without a doubt a strong way to fashion one's experience. Strategy, planning, optimizing, cooperating, many factors come into play regarding the overcoming of this type of challenge. Most of all, it is a dive into the community space; we learn the community and partake in its development. As Juul note, communication and elaboration of a strategy in pursuit of a goal «is an important incentive to build community.» Even more so, «Being part of a community will make you a better player» (Juul 2005, 91). The act of play is incorporated within the community continuity, with each individual performance and refinement of the repertoire, forging the play experience of «all.» From a narrative standpoint, the connection to a group it entails enacts a sequence of events that forms a personal story, culminating in victory over a heavy challenge. In fact, the FFXIV subreddit is filled with posts in which players tell the story of how they manage to conquer raids and trials (see Annex 2: Final Fantasy XIV related posts sampled). For instance,

    29 The «holy trinity» is a term used to describe a classic MMORPGs configuration regarding the combat system, which display three distinct roles for players to assume: tank, healer, and damage dealer. Battles thus revolve around their synergy. «Breaking» the holy trinity therefore means neglecting one (or two) roles, usually to enact a tougher challenge.

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    one user described her struggle over finding a group for raid content, because of her mutism (since players rely on vocal communications):

    I was ready to give up, until I found a static with a group of people whom I enjoyed with and accepted me as who I am. We were able to do ultimate and finally clear it! It was really an amazing feeling and I felt like I wanted to scream even though I wasn't able to.

    I really am unable to express how huge of a milestone this was for me, I am super happy with myself and my static who helped me get this far into hardcore content. I really love each and every one of them and I hope we will be able to continue raiding together until we clear all ultimates!

    The personal development enacted by one's insertion into a community establish a different sense of play; players personal play experience is shaped by this community, and influenced their personal stories. The narratives stem from the interaction with game, but even more so with its community. Players no longer build «individual plots,» but plots structured within the story of the community (Marti 2014, 11).

    In this context, players perceive the community as a vital part of their experience. Communication with it becomes an inherent component of their storytelling, whereas they display the need to share their personal experience and actively engage in «community narratives.» For example, another redditor wrote, «I wanted to share my own experiences as a female raider to hopefully inspire others! [...] We started UwU [High-level content] as a completely fresh group and I was so glad that we all worked amazingly together.» Similarly, one post emphasizes the appreciation for the FFXIV community with the bond they created with «strangers»: «It took ALL DAMN DAY, but finally got my first clear of floor 200 In PotD with a group of strangers turned friends!» Others simply wish to share their pride and satisfaction, «After 3 long months, our group cleared UCOB! If you guys see this post, I love all of y'all.» Or underline their personal growth regarding the endgame «I know this isn't especially impressive but it's a first for me, cleared the 2 extremes while they were still relevant and I'm super happy.» All of their personal experience intertwines within the community space. These posts indicate how individuals establish a whole story through their personal endgame achievements and the events that led them so far. Being an active audience and engage others' game experience then forms the game narratives at both an individual and community level.

    All in all, the endgame we investigated here only emphasizes a piece of what player may do to fashion their personal experience. As a matter of fact, high-level content like raids tends to appeal but a minor portion of the game population. The difficult challenge they represent is one thing, but it can be argued the endgame may be a matter of one's own

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    perspective: to some, getting the best gear, riding blazing dogs through the skies or killing the most powerful monsters does not necessarily represent the type of experience they are looking for. In the time I spent in FFXIV, it was not rare to see players designate the glamour (fashion) system as the «true endgame.» The fashion aspect of the game greatly appeals to a myriad of them. There is not only a lot to dig into, with all the piece of clothing and gear to try, the possible combinations, but it is also a way to enact the self-representation through their avatar and strengthen their attachment for it.

    Although I did not explore much of this game aspect, it represents an important element for numerous players and certainly would be worth investigated in further studies. The glamour system is no less than an elaborate customization of the character, and to many, it is a way to appropriate the avatar. Moreover, this is something they can experiment and share within the community--it even gave birth to the community website «Eorzea Collection» which greatly expand one's dressing perspective. Through a deep personalization of their avatar, players are able to connect further with it. Their creativity allows to tell a story about their character; for lots of FFXIV players, this is a way to stand as unique Warrior of Light (Arter 2021), to fashion their own narrative journey.

    Altogether, players' approach to the «game after the game» may be the main component that excites their imagination. It indicates their wish to belong--one way or another--to a grand story that encompasses the game and its community, working along others to forge their narrative journey. In short, a third narrativity interlocked in the «dialogue» between the player and the game. As Jesper Juul puts it, «Games project fictional worlds through a variety of different means, but the fictional worlds are imagined by the player, and the player fills in any gaps in the fictional world» (Juul 2005, 121). In an MMORPG such as FFXIV, the gaps may very well designate every personal event players undergo with their avatar-character, as well as the world they structure through the whole social dimension of the game.

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    Conclusion

    Through the analysis of several video games, we have determined the narratives layers characterized by a narrative duality, which considers the game (designers), the player, and the latter's interaction with the game, and one specific narrativity fashioned along the interaction with a game community, either inside or outside the game.

    In order to comprehend the narrative relation between the game, the player and the play, we established our theoretical framework around narrative design and player's agency. Aiming to trace a rather direct link between narratives and gameplay, we investigated Hades' storytelling. It led us to assume that the game's rhetoric is based on the player's repeated interaction. We determined that the gameplay intertwines with the narratives: the act of play create a narrative tension that compels the play to keep playing (the gameplay loop). The story unfolds through the game inherent mechanics, a storytelling through progression.

    We then studied further the characteristics of the narrative duality through the prism of the open world design. The purpose was to widen the theoretical framework by examining the narrative conceptualization within a vast possibility space. It allowed us to understand the intrinsic relation between the designers and the player when the latter was put in a free navigable space. Through our own immersion in Sea of Thieves, we explored emergent narratives and concluded that the act of play not only lets the story unfold, but also allows the player to become author of their own. The game's story interlocks with the player's own; players play within the game boundaries and stretch them along their own narrative goals.

    Finally, after expanding our framework further with a deep analysis on the avatar, its immersive properties, and its influence regarding the player's perception of the virtual, we focused our interest on the MMORPG, specifically on FFXIV. It expanded our comprehension of emergent narratives, notably through the player's personal experience fashioned within the «endgame.» Most of all, we ascertain the narrative scope entailed by a social environment. Through interactions intertwined between the game and a whole community, players create interpersonal narratives, notably through social emergence. The game reinforces the player in the position of the author, who therefore craft both a personal story and a story that is part of a community whole.

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    The participant observation methodology established for Sea of Thieves and Final Fantasy XIV allowed us to obtain substantial data regarding the virtual world in which players partake in various activities. It strengthened our overall ability to approach the games and understand their whole narrative experience within a freely navigated world. The result of the overall observation confronted to players' own experience sampled from Reddit's and forums posts, provided compelling results. Especially regarding the narratives formed through the social dimension entailed by the community, whether it is inside or outside the games themselves. Although, it must be acknowledged that the data extracted from Reddit and the forums merely represent a fraction of the samples; it supports the analysis at hand without providing much else. Moreover, the collected data essentially concern «positive» shared reaction. In future research it could be relevant to not only drastically increase the number of samples, but also to encompass every kind of experience players may have shared. Cross-referencing the data would then provide more substantial data, for instance on elements that may demonstrate negative impact on the narrative experience.

    Furthermore, the investigation on the MMORPG only scratches the surface of its narrative scope, notably regarding the emergent narrative. For one thing, FFXIV is a popular MMORPG among many others: research on a wider range of MMORPG could extend our general comprehension of these virtual worlds. Additionally, the linguistic aspect would surely be one important component to examine. FFXIV and many other MMORPGs host players from different countries, with different spoken language. Thus, the game design takes into account the communication inter-linguistic; FFXIV for instance allow to display the language spoken, and use a system of auto-translation for specific terms. Further research towards linguistic relation to narrative experience might prove insightful. Moreover, the observations mainly focused on English-speaking players. Another avenue would be to question the narrative conceptualization over one's related culture and language.

    Ultimately, the overall methodology whose inquiry mostly took the digital ethnography approach, demonstrated the lack of experience in executing it. Also, the whole thesis looks upon the narratives as a whole single unit; in a future work, it should be compelling to focus on specific narrative device, like the sound design, a now-major narrative component. Nevertheless, the entire research for this thesis was conducted in the hope they could contribute, even a little, to the game studies. Stories and narratives in video games are fascinating subjects. Though the work done here is one among many that explored them, they still call for further studies which would deepen our comprehension of this fascinating medium.

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    Annex: Sea of Thieves related posts sampled

    Source Post URL

    Sea of Thieves

    forums

    «A crew of three bested by one pirate!»

    https://www.seaofthieves.com/community/forums/to

    pic/71184/a-crew-of-three-bested-by-one-pirate

     

    Sea of Thieves

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    «A Kraken and Megalodon at the same time!!!»

    https://www.seaofthieves.com/community/forums/to

    pic/64748/a-kraken-and-megaladon-at-the-same-

    time

     

    Sea of Thieves

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    «A little story on how we stole three Chest of Legends»

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    pic/77384/a-little-story-on-how-we-stole-three-

    chest-of-legends

     

    Sea of Thieves

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    «Another day on the Sea of Friends»

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    pic/134121/another-day-on-the-sea-of-friends

     

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    https://www.seaofthieves.com/community/forums/to

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    submit-your-stories

     

    Reddit

    «Brig wasn't social distancing»

    https://www.reddit.com/r/Seaofthieves/comments/g7

    t7hz/brig_wasnt_social_distancing/

     

    Reddit

    «Galley sunk me soloing and told me I suck. I stole their ashen skull in return»

    https://www.reddit.com/r/Seaofthieves/comments/q0

    iex3/galley_sunk_me_soloig_and_told_me_i_suck_i

    _stole/

     

    Reddit

    «Hippity hippity, your ship is now in confetti»

    https://www.reddit.com/r/Seaofthieves/comments/kr

    9swj/hippity_hippity_your_ship_is_now_in_confetti

    /

    Reddit

    «I accidentally burned down the ship...with a banana»

    https://www.reddit.com/r/Seaofthieves/comments/oh

    1rdk/i_accidentally_burned_down_the_ship_with_a

    _banana/

     

    Reddit

    «I just wanted shark meat»

    https://www.reddit.com/r/Seaofthieves/comments/ol

    6yeq/i_just_wanted_shark_meat/

     

    Reddit

    «My luckiest spawn/Athena

    steal...»

    https://www.reddit.com/r/Seaofthieves/comments/pu

    ikfu/my_luckiest_spawnathena_steal/

     

    Sea of Thieves

    forums

    «My own little ghost story»

    https://www.seaofthieves.com/community/forums/to

    pic/81746/my-own-little-ghost-story

     

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    Reddit

     

    «My sloop after dropping the anchor a second too late»

    https://www.reddit.com/r/Seaofthieves/comments/n6

    6okf/my_sloop_after_dropping_the_anchor_a_secon

    d_too/

     

    Sea of Thieves

    forums

    «Penny Dreadfuls, the

    Perseverance Rover, and things that make you go hmmm...»

    https://www.seaofthieves.com/community/forums/to

    pic/132312/penny-dreadfuls-the-perseverance-rover-

    and-things-that-make-you-go-hmmm

     

    Reddit

    «Probably been done, just made this»

    https://www.reddit.com/r/Seaofthieves/comments/lly

    j02/probably_been_done_just_made_this/

     

    Reddit

    «Shot myself out of cannon in the fog looking for boarts and happen to land on one»

    https://www.reddit.com/r/Seaofthieves/comments/lw

    wt4c/shot_myself_out_of_cannon_in_the_fog_looki

    ng_for/

     

    Reddit

    «So we encountered a flying

    Megalodon...»

    https://www.reddit.com/r/Seaofthieves/comments/nc

    owxh/so_we_encountered_a_flying_megalodon/

     

    Sea of Thieves

    forums

    «Tales of Yer Adventures on the High Seas - A place for authors, poets and Storytellers!»

    https://www.seaofthieves.com/community/forums/to

    pic/28295/tales-of-yer-adventures-on-the-high-seas-

    a-place-for-authors-poets-and-storytellers

     

    Sea of Thieves

    forums

    «The folk you meet»

    https://www.seaofthieves.com/community/forums/to

    pic/75529/the-folk-you-meet

     

    Reddit

    «These guys sunk my solo sloop while it was docked, so I hitched a ride»

    https://www.reddit.com/r/Seaofthieves/comments/n9

    5zs3/these_guys_sunk_my_solo_sloop_while_it_wa

    s_docked/

     

    Sea of Thieves

    forums

    «The Tale of how I stole a sloop»

    https://www.seaofthieves.com/community/forums/to

    pic/82368/the-tale-how-i-stole-a-sloop

     

    Reddit

    «This was unexpected!»

    https://www.reddit.com/r/Seaofthieves/comments/hv

    e645/this_was_unexpected/

     

    114

    Annex 2: Final Fantasy XIV related posts sampled

    Source Post URL

    Twitter

    @MoshMosh_FFXIV

    https://twitter.com/MoshMosh_FFXIV

     

    Reddit

    After a year of playing XIV I was finally able to clear an ultimate despite being mute!

    https://www.reddit.com/r/ffxiv/comments/j92a1u/aft

    er_a_year_of_playing_xiv_i_was_finally_able_to/

     

    Reddit

    After 3 long months, our group cleared UCOB! If you guys see this post, I love all of y'all. <3

    https://www.reddit.com/r/ffxiv/comments/kvmais/aft

    er_3_long_months_our_group_cleared_ucob_if_you

    /

    Reddit

    "FC Leader bestows a permanent rank on friend who will pass away at any moment"

    https://www.reddit.com/r/ffxiv/comments/2pxo8k/fc

    _leader_bestows_a_permanent_rank_on_friend_who

    /

    Reddit

    "FFXIV is the first game to ever make me understand how or why people can spend hours chilling in a main city and enjoy it."

    https://www.reddit.com/r/ffxiv/comments/opnlzp/ffx

    iv_is_the_first_game_to_ever_make_me/

     

    Reddit

    "I know this isn't especially

    impressive but it's a first for me, cleared the 2 extremes while they were still relevant and I'm super happy"

    https://www.reddit.com/r/ffxiv/comments/rtr52s/i_k

    now_this_isnt_especially_impressive_but_its_a/

     

    Reddit

    I never raided before FFXIV. I am now a triple legend. AMA and my story! With the all-female UwU group, I wanted to share my own experiences as a female raider to hopefully inspire others!

    https://www.reddit.com/r/ffxiv/comments/ql6yrh/i_n

    ever_raided_before_ffxiv_i_am_now_a_triple/

     

    Reddit

    It took ALL DAMN DAY, but finally got my first clear of floor 200 In PotD with a group of strangers turned friends!

    https://www.reddit.com/r/ffxiv/comments/ltg71x/it_t

    ook_all_damn_day_but_finally_got_my_first/

     

    Reddit

    "The Community (for the most part), is one of the reasons why I

    love this game! There is an
    ingame band on Chaos called Mosh Mosh and they're always a

    https://www.reddit.com/r/ffxiv/comments/pxgsg0/th

    e_community_for_the_most_part_is_one_of_the/

     

    115

     

    fun time! Their twitter is:

    @MoshMosh_FFXIV!"

     

    FFXIV forums

    "Thread: In memory of Codex Vahlda"

    https://forum.square-enix.com/ffxiv/threads/210405-

    In-memory-of-Codex-Vahlda

     

    Reddit

    "Why I love the FFXIV

    community: In honor of Miura Kentaro, author of Berserk who passed away recently".

    https://www.reddit.com/r/ffxiv/comments/ngsvjq/wh

    y_i_love_the_ffxiv_community_in_honor_of_miura/

     

    116

    Work Cited

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    Divinity: Original Sin II. Larian Studios, 2017.

    Final Fantasy XIV. Square Enix's Creative Business Unit III. Square Enix, 2010.

    Hades. Supergiant Games. 2020.

    The Elder Scrolls V: Skyrim. Bethesda Game Studios. Bethesda Softworks, 2011.

    Sea of Thieves. Rare. Microsoft Studios, 2018.

    World of Warcraft. Blizzard Entertainment. Activision-Blizzard, 2004.

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