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1.
Introduction
The
development of worlds within games, and the freedom of the
player to act independently within these games, is a subject
which has had erratic attention devoted to it by Games
Studies, despite the growing potential of games to provide
their players with much broader worldscapes. At present, no
game can ever grant full agency the ability of a
player to move as they will and make totally free
behavioural choices. As a result, Games Studies has drifted
away from the subject, or addresses it in rather nebulous
terms, and whilst authors such as Michael Mateas have
developed theoretical readings of agency (2004), the concept
itself has had little scrutiny and tends to be taken for
granted. This paper argues that there are different types of
agency available to a player, and that this contributes to
their gameplay experience. Specifically, we shall examine a
type of agency that we have defined "Illusory
Agency".
Our
choice of Vampire: The Masquerade Bloodlines
(VtMB) (2004) as a case study for these questions
coincides with a body of previous work done on the
Vampire: The Masquerade series (VtM) (1991
present). This includes work on both the computer
games and the tabletop incarnations (Tosca 2001, Hindmarch
2007). From this point of view, it is therefore a series
with a strong history of critical attention, and one which
forms an established body of work. As the complexity of
games has developed, so too have the worlds within them.
This is reflected in the continuing popularity of the
series, and through Troika, the design studio responsible
for the digital version of the games, VtM
endeavours to remain abreast of game development. Our
emphasis on the ways that the game aesthetic helps encourage
Illusory Agency therefore becomes an increasing issue in
games studies, as worlds expand and the types of freedom
available to a player within a game world grow more potent.
There
are two (non-exclusive) ways that a designer can seek to
address agency. They can seek to grant as much freedom as
they can or they can seek to disguise the fact that possible
actions are limited. Instead of focusing its efforts on
granting agency, Vampire: The Masquerade
Bloodlines disguises the absence of such. This process
of tricking a reader into believing they have
greater impact on and import within the game we have termed
Illusory Agency. This is a facet of the game
design which appears to allow the player free reign and
personal choice, but in fact guides them along rigid lines
through a relatively linear narrative. This paper
investigates how this type of agency can aid and abet game
design, and how it can contribute in a positive manner to a
game aesthetic.
In
many respects, this paper is also an answer to Susana Tosca
and Lisbeth Klastrups earlier work in this field. Both
collectively and apart, they have investigated the
transmedial potential of worlds, and the ways in which some
games encourage the player to utilise an intertextual
approach (Klastrup 2003, Klastrup and Tosca 2005, Tosca
2001). Through a series of cross-media texts, the world of
the game is supported through exterior sources that add an
understanding of the internal narrative. This paper expands
on these ideas, drawing on the ways in which the game
aesthetic uses its transmedialism to provide the player with
a world view within the game, but also uses this
transmedialism to enforce the gameplay motifs encouraged by
Illusory Agency.
2. Vampire: The Masquerade
Bloodlines: Transmedial Vision
The
stories told in this game are set in the World of
Darkness. Its a place very much like our world,
sharing the same history, culture and geography.
Superficially, most people in this fictional world live
the same lives we do [
] yet, in the World
of Darkness, shadows are deeper, nights are darker, fog
is thicker. If, in our world, a neighbourhood has a
rundown house that gives people the creeps, in the World
of Darkness, that house emits strange sighs on certain
nights of the year, and seems to have a human face when
seen from the corner of ones eye. Or so some
neighbors say. (World of Darkness 2006:
n.p.)
Vampire:
The Masquerade Bloodlines was developed by
Troika and released by Activision in 2004. It uses the
Half Life source engine, combining elements of both
a computer role-playing game (character choice, advancement
and a quest format) and a first person shooter (first person
views, plenty of guns, strafing). The game is a digital
interpretation of the pen and paper tabletop
roleplaying game Vampire: The Masquerade
(VtM), first published in 1991. The VtM
game world is rich in detail, has a well developed game
system and a wealth of voracious and dedicated players.
Numerous supplements, fan fiction and adventures extend an
already detailed world; from supplements describing the
politics of each city, to long histories stretching well
beyond the timelines of the games themselves. Examples of
this include Vampire: The Requiem, the tabletop
successor to the first edition of VtM (Achilli et
al. 2004), books detailing the backgrounds for each clan
(for example Soulban 2001, Campbell 2000 Oliver 2000), the
officially sanctioned roleplaying forum Danse
Macabre (2003-present), and fanfiction from published
novels (Dolium 1998) to the numerous short stories listed,
but by no means exclusive to, the Vampire RPG
website (http://vampirerpg.free.fr/Fiction/:
2000-present. Accessed 13/08/07).
In
some ways, this can cramp the creativity of a new developer,
providing little room in the setting for invention, and
demanding intricate continuity. In others, this wealth of
background material gives designers a great deal to draw
upon. For a digital game audience who are not the
original consumers of the series this can present
problems of its own. Previous players will be well
acquainted with the background of VtM and may be
frustrated by both visual realisations of their imaginative
creations and aspects which they see as disharmonious,
whilst others are approaching the game for the first time.
This immediately means that the game world will be read in
very different ways by different players. However, as Tanya
Krzywinska argues, these approaches can be beneficial in
their multiplicity:
[T]he
presence of multiple intertexts encourages a certain type
of depth engagement with the game, as well as the
experience of being in the game world, that goes beyond
but also informs the types of tasks offered to
players.
(2006:384)
It
seems that often, games developers hold the holy grail of
roleplaying game design to be the creation of a huge world
in which players can go anywhere and do anything, and the
popularity of huge worlds such as those in Massively
Multiplayer Online Games, or the way in which VtM
itself has grown over time seems to support this. The
freedom to explore and act has been a constant of
roleplaying games, and many have addressed this with
increasing vigour as their ability to depict such worlds has
increased. The design aim of large worlds is to engage the
player by providing them with extensive freedom of action.
Here, the term game world means not merely
geography, but rather the whole of the text and its
transmedial antecedents (see Matthew S. S. Johnsons
paper in this issue). As we have seen, the World of
Darkness has a very well developed canon, but this is
almost secondary to the mass of cultural myths about
vampirism itself. Even strangers to the World of
Darkness setting will bring with them a body of
knowledge that informs their opinions of vampires and which
is liable to aid them in seeing the vampire both as villain
and as flawed, tragic hero.[1]
If
the vampire is an Other, he or she was always a figure in
whom one could find ones self [
] -
the despicable as well as the defiant, the shameful as
well as the unashamed, the loathing of oddness as well as
pride in it. (Dyer in Williamson 2005:2)
Vampire
mythology contributes strongly to the mis-en-scene
of VtMB but the game world also evokes the nihilism
of gothic-punk, blending it with our knowledge of the
present day. These three aspects are combined or juxtaposed
to create new cultural artefacts within VtMB; by
using the mundane contents of our world in the usual ways
(Fig. 1), by juxtaposing them to create the ambience of the
World of Darkness or by inserting the fantastic
into recognisable settings. In Figure 2, moral decay and the
descent into sensuality are depicted by the inversion of
church into nightclub. The light well in the centre of the
image places the churchs cross below the congregation
rather than above, transforming a traditionally holy symbol
into something that suggests deviance and perversion.
Similarly, the myth that vampires cannot enter churches is
debunked here.

Fig
1: Supermarket shelves in VtMB. (Activision 2004.
Reproduced with permission)

Fig.
2: A church that has been converted into a nightclub.
(Activision 2004. Reproduced with permission)
Thus
we see elements of different media and mythology combining
to form the heart of a transmedial world:
Transmedial
worlds are abstract content systems from which a
repertoire of fictional stories and characters can be
actualised or derived across a variety of media forms.
What characterises a transmedial world is that audience
and designers share a mental image of the
worldness (a number of distinguishing
features of its universe). The idea of a specific
worlds worldness mostly originates from the first
version of the world presented, but can be elaborated and
changed over time. Quite often the world has a cult (fan)
following across media as well. (Klastrup and Tosca 2005:
n.p.)
Troika
have used the players latent transmedial knowledge to
good effect: well aware that they come to the text with many
external references. Firstly, these preconceptions are
sustained; the protagonist is a victim, made a vampire for
unknown reasons (the vampire sire having been
abruptly slain). This immediately allows the player to
empathise with their character; horrible things have
happened to them, but it is not their fault. Secondly, the
preconceived notion of vampires as mindless, bloodthirsty
killers is subverted by their behaviour and racial traits.
As Susana Tosca points out, for many this is one of the key
attractions of the VtM milieu:
The
game offered players the opportunity to play vampires,
who for the first time in role-playing games were not
stupid zombi-like villains, but tortured souls struggling
not to lose their humanity. (Tosca 2001: n.p.)
One
of the most obvious examples of this playful subversion of
transmedial belief is the Nosferatu race. A vampire clan
based on the film of the same name,[2]
these ugly, malformed sewer-dwelling vampires are almost
exclusively helpful and positive within the game,
contradicting the preconceived impression that they must be
bad because they are ugly and secretive. When
the Nosferatu turn out to be helpful allies, the text is
perceived in new ways, and this process of having to think
about the setting encourages engagement with it. Though
these sort of simple narrative tricks could be used in any
setting, the richness of the text emphasises them and they
become all the more potent for it.
The
point is that by encountering one of the worlds
actualisations [
] the imaginary construct
is evoked in the participants imagination, and each
simple act gains much wider meaning. (Klastrup and Tosca
2005: n.p.)
Finally,
Troika use the game world to good effect throughout the
game, building on what the player knows either
through the game itself or from external sources in
order to create a rich and vibrant imaginary construct. The
majority of this construct does not exist in the game; it is
merely implied. Therefore the spaces that the text leaves
are filled by the players imagination; the designers
have faith that their readers ability to do so is
sufficient, and that their background knowledge will support
this vision.
This
technique bears strong resemblance to historicist arguments
that a text should be consolidated, subverted and ultimately
contained within its own discourses (Dollimore and Sinfield:
1985). To transpose the players response to the game
in terms of these actions is fruitful, since all imply in a
more literal sense an active moment within the game
(consolidating, subverting, containing) that is ultimately
driven entirely by the game dynamic itself and not the
player. Thus, to summarise, a player approaching the text
does so with a series of preconceptions, even if they have
not played the game before. They have created a narrative of
their own before the game commences. Their agency here
consists of their own belief that certain actions, events or
situations might arise. However, once the game begins, the
designers have worked to subvert these ideas. People and
places are not as they seem even the player might not
be the person they thought they were. However, through this
they gain a sense of freedom of agency. The world
therefore appears to be a new one with limitless
possibilities. Finally, however, their perceptions rest on
what Marie-Laure Ryan calls recentering (Ryan
2001:103-5); an act of repositioning in a new world that the
reader must undergo. Thus, ultimately, they are given a full
new framework in which to exist. The world is an estranged
one, combining familiar elements of the real world, the
mythology of the vampire and the worldness of VtM
in unusual ways. The player is contained they lose
the belief that anything might be possible but gain a
familiarity with the rich intertext that has been
created.
The
depth and detail of the text and its related intertexts
engages the reader, making them feel part of something
greater. By being part of that imaginary construct, they are
encouraged to believe that their actions are individual and
independent. However, in reality they are held within a
frame of meaning that is entirely created by the game world.
Whilst they might believe they are free to imagine its
contents, with the plethora of intertextual references
within the world helping them with this illusory belief, in
fact they are governed by tight structures. This is the
essence of Illusory Agency. The next section of this paper
will discuss how Illusory Agency can be embodied within
various activities in the game.
3. Roleplaying versus Agency
In a
recent critique of roleplaying games Joris Dormans (2007)
acknowledges that the term roleplaying game has
become so broad that it is necessary to determine types
within this field. The Vampire: The Masquerade
series falls under his third category, computer
roleplaying games:
In
computer roleplaying games a single player controls a
single character or an entire party in an electronically
simulated environment. These days the term roleplaying is
used as shorthand for a typical type of gameplay of
computer games: a type of gameplay where the player has
to develop her character or party, with such development
reflected by various statistics, typically strength,
dexterity, charisma and so forth. A first person shooter
that offers the player some choice for development is
said to have some roleplaying elements. (Dormans 2007:
n.p.)
This
identification of the roleplaying game in the terms
described above is necessary as it presupposes that the
player will be adopting some sort of role or character, and
that this character will undergo development. It is
interesting, however, that Dormanss description
acknowledges that this development is largely statistical,
and that some games, despite often having the moniker
roleplaying game, may only offer
some roleplaying potential. Thus, any agency
that the player possesses is not going to be personal or
interactive, but rather dictated through such terms as
statistics or directed movement.
Elsewhere,
we have defined a players intent through the term
roleplaying:
A
player who is consciously role-playing [
]
is seeking to create a character that
transcends the mechanic of the game and takes on a
plausible, defined reality of its own. (MacCallum-Stewart
and Parsler 2008:443)
Thus
our first assertion when trying to determine the relative
agency of a player within a game is that it is misleading to
assume a roleplaying game allows a player to
roleplay. Furthermore, independent realisation
of a character can often be extremely difficult to perform.
Certainly, the claim that a game is a roleplaying
game does not automatically engender free agency
within it. Thus agency the ability to move at will in
a game, is not the same as roleplaying realising a
role within it. This distinction is one of the key stumbling
blocks in understanding agency, and therefore separating the
two is important, as the example below shows.
The
mechanic of VtMB defines how the player-character
will perform in the game environment. For example, a Brujah
is a violent rebel, quick to anger, and the game reflects
this by making them more liable to lose control of
themselves and by giving them powers that make them strong
and fast. Additionally, different computer controlled will
react to them in different ways the status conscious,
controlling, Ventrue will tend to look down on them, or
worry about how they might behave. All this is part of the
game mechanic. However, to truly bring the Brujah "alive"
the player must decide how they will react to a whole
variety of situations, and for this they must step outside
of the mechanic and think of their game avatar as a
"person", a character in a film or book. If they decide
their Brujah is smart then, even if spending their hard
earned advancement points on intelligence might not make
them more potent within the game mechanic, they will still
do it, because they have transcended the game mechanic and
are no longer merely looking at the interaction of the
numbers within the game.
4.
Avatar
Agency
first appears to manifest in the creation of an avatar, or
character. Character creation is the very first stage of
VtMB. Two options are offered. The player can
answer questions and have a clan recommended, or they can
choose to jump directly to the character sheet and make the
choices for themselves. The process of manual character
creation can be daunting, since there are a wide number of
skills to spend points on (Fig. 3), so the multiple
choice method of character creation enables easy entry
to the game by those unfamiliar with the rules. In the
Vampire setting, there are also numerous types of
vampires, who live collectively in a clan. The clans also
have racial attributes in the game that grant various
abilities or strengths in some skills. In a transmedial
sense, these clans are clearly sourced from the many
vampires of fiction, film and mythology, including for
example, the Toreador, who are clearly derived from the
sexy, velvet clad inhabitants of Anne Rices
Vampire Chronicles (Rice 1976-2003).

Fig.
3: Avatar Statistics (Activision 2004. Reproduced with
permission)
The
impression given by the choice of clan is that it will
profoundly affect game play, and superficially, this is
true. The various mixes of powers (called
disciplines) vary greatly from clan to clan, but
in fact, very few clan choices profoundly affect play. The
aforementioned ugliness of the Nosferatu means that normal
people will call the police if they see them. Other clan
choices grant non-combat options; Ventrue may use their
domination abilities to shortcut some dialogue;
likewise, Malkavians may do the same with their insanity
creating abilities. At root however, almost all disciplines
are orientated towards combat or avoiding it, simply
providing different options when killing enemies.
Obfuscate, for example, is a stealth power which
allows one to sneak past enemies. Skills might use different
animations to perform actions, giving the appearance of
individuality, but at root they are still following the same
pattern. Tosca remarks on this lack of individuality in an
earlier game in the series, Vampire: The Masquerade -
Redemption (Activision 2000):
The
singleplayer game is thus difficult to evaluate, since on
one hand the graphics, 3D rendering and atmosphere are
absolutely brilliant, but the story fails to immerse the
player and the gameplay is extremely monotonous, not
really bringing anything new to the action or roleplaying
genres. (Tosca 2001: n.p.)
Player
reading of clan choices will vary greatly. To those new to
the setting, the choice of clan will be dictated by what is
presented in the game itself, a short description of the
clan and the associated avatar (Fig. 4). All the clan
choices affect the dialogue options available when talking
to characters in the game but, for the most part, these
options make very little real difference to the games
outcome. Once again this is symptomatic of the illusion of
agency the game creates.

Fig.
4: Character creation screen, VtMB (Activision
2004. Reproduced with Permission)[3]
Diane
Carr provides an interesting parallel to restrictions in
characterisation and action in her discussion of characters
in Baldurs Gate (Carr 2006). She describes
how her character Bad Joan, who she envisaged as
a homicidal ingrate, was unable to truly carry
out her evil nature. In particular, when she tried to kill
her mentor, Gorion, he blew her up in
self-defence (51). The plot of Baldurs
Gate requires that Gorion is slain as part of the
master-narrative. In this case, despite taking a proactive
role in the narrative, a safety device has been
encoded into the game to prevent agency, and Carr ultimately
concluded that the only way to successfully realise Bad Joan
was through excusative and imaginative means which would
have no outward show in the game itself:
The
only effective way to play Bad Joan as a real villain is
to have her obey and conform when expedient for
her to manipulate others via an affectation of virtue.
Obviously this would mean that she was nasty, but it
would also mean that her dominant trait (evil) would
reside solely in the perception of her user. (Carr
2006:51)
5.
Whats in a Name?
To
continue the ideal of individualism, however, VtMB
(and also VtM) carefully counterpoise the mundane
and the extraordinary in the naming of these skills. Some,
mainly the functional or career-orientated skills, have
mundane names, including such things such as
Lockpicking and Computer Use.
Vampiric powers are made to appear extraordinary through
linguistic change. The rather commonplace skill of added
strength in a vampire is not the practical Vampiric
Strength, but Potence. These off-beat,
evocative words are used throughout to give a more
compelling atmosphere to the game. Stealth
abilities become Obfuscate, Shape
Changing is Protean and Speed
becomes Celerity. All of these terms form a
collective ideal; normal people can use a computer, or pick
a lock, but only a vampire can access these quasi-mystical
abilities. The fact that lock picking or computer use are
actually quite complex skills in themselves also means that
emphasis is neatly placed on the extraordinary nature of the
vampire in a few short words. This emphasis again helps to
maintain illusion: if I am extraordinary, I must be
significant and if I am significant, then my actions
specifically my actions within the game must be
significant also.
6. Humanity
A
significant feature of the traditional VtM game
that the designers have included in the digital version of
the games is that of humanity. This is a
numerical expression of how humane the character
is; a high value indicates a character in touch with their
human nature (as defined by a liberal ideology), a low value
indicates closeness to the beast (typified by a lack of
value for human life). Humanity can be gained by certain
actions (bringing medicine to a sick man) or lost by others
(usually killing those the game defined as
innocents).
In
the ethos of the Vampire games, all vampires are
damned and the beast lurks within them, a savage predator
seeking to make its presence felt. Only through retaining
ones human identity and by, for instance, not killing
innocents or otherwise behaving in an inhuman way, can one
stave off this beast and the dissolution it will bring. The
game does not use this rule mechanic well. Only rarely is
the player placed in a position where an action that would
cause loss of humanity would be useful, and as such it is
easily avoided. Though humanity is lost for
killing innocents, the game makes many areas combat zones
where individuals who really should be classed as innocents
(waiters, police, security guards) cause no humanity loss if
killed. This means that despite initial appearances, there
are few ambiguities and no real hard moral choices to be
made. A few quests require one to choose between pragmatism
and humanism, but these are rare and, overall, the humanity
rules become a side issue. There is no real struggle to
remain human and fight the beast within. Thus a core concept
of the Vampire roleplaying games, one which does
engender considerable agency since it hinges on decisions
which then limit or encourage different styles of play, is
lost. Additionally, because the character has been made into
a vampire against their will and vampires are traditionally
seen as "bad", this very fact can then be used to excuse
their later behaviour. In VtMB, antisocial
behaviour such as being rude to NPCs, or violent behaviour
can be excused the player can say hey, I know I
am being bad, but I never asked to be a vampire. In
this way the player is able to empathise with their game
avatar and in so doing feel they are "part" of the
world. However, at the same time they do not have to make,
or can excuse themselves from choices which might call into
question morality, or force them to act in different ways.
This mid-point between player and character is one that has
been discussed in depth by James Paul Gee, who gives this
liminal position the name projective identity,
and discusses the difficulties of separation between player
as self, and player as characterised identity in-game (Gee
2003:54-66). In the context of the game however, the overall
narrative that surrounds the character, and the differences
inherent in "real" life, mean that the player is able to
excuse their actions. Once again this creates the illusion
of agency a belief that the player has solidarity (in
this case in choosing to behave against the norm of their
real persona) when in fact it is relatively
irrelevant in the grand scheme of the game.
7. Directed Narrative and Plot
The main
narrative of VtMB uses a system common to many
roleplaying games. A main quest dictates the overall flow of
the action and there are a number of optional side quests.
Whilst this manages to give a passable illusion of choice,
the actual choices on offer are limited (Fig. 5). A
player has the choice of undertaking a particular quest, or
not. It is usually clear which dialogue options will lead to
quests and which do not. Most players wish to maximise their
game experience, and thus the choice between a quest and no
quest is not a choice at all: they will choose the option
which provides further game content. This is not to say that
the choice does not matter, for such choices once again add
to the Illusory Agency of the game.
In
the image below (Fig. 5), it is clear that the answer
Nope, just looking around. Later. is relatively
pointless. The other two questions appear on closer
inspection to be different variations of the same thing. By
asking either, the player will ultimately be led to the same
answers, which means any agency granted here is ultimately
illusory.

Fig.
5: The dialogue in this screenshot provides three choices,
yet it is clear that one (choice 3) only leads to stasis and
does not advance the plot. (Activision 2004).
7. The Cast
A strong
cast of characters are presented in VtMB. At the
very start of the game, a large group of NPCs are seen at a
meeting, discussing whether or not the player (an illicitly
sired new vampire), should be executed. This long opening
cut scene serves to set the stage and introduces many of the
plot elements that will later dominate the story
(specifically, the rivalries between various clans). It
allows for no player interaction at all, and this typifies
much of the game. The designers have created a strong plot
but in order for this narrative to be realised, the actions
available to the player must be curtailed. This makes for a
good story, but limits meaningful play.
In
cases where the player talks to the major characters within
the game, there is little they can say which will change
anything more than their superficial reactions. Though the
quality of the voice acting is good and the scripts well
written, the player is a spectator rather than a
participant. The slick gloss of the presentation, the
conversational options on offer (even though they are
generally meaningless), the lip syncing, the quality of the
voice acting and the overall panache with which these
conversations have been presented delude the player. These
high presentation values encourage players not to notice the
lack of choice but rather to feel that there is
choice. Conversation with less significant characters can
often be more satisfying, because these individuals are not
"necessary" to the development of the main plot. The
dialogue choices made by the player when dealing with such
characters can have more obvious effects. One of these
happens early on, where the player can convince a criminal
to either sell her the explosives needed, or she can start a
fight and steal them. These simple choices, with
demonstrable effect on the immediate story, add to player
agency. Being able to make profound choices in the little
things means one is less concerned with being able to make
choices in the big things: the choices give an illusion of
agency, thus their relative significance in the overall plot
becomes less important.
8. Conclusion: Negotiation and
Subversion
VtMB
relies on Illusory Agency, and thus gameplay would suffer
immensely if a player started to challenge the game. As long
as the player goes along with the game experience as
presented and does not peer too closely at what they are
doing, then a sense of agency is maintained. A subversive
reading would destroy the engagement of the game experience.
The designers have sought to avoid this in two main ways.
Firstly, they have fully embraced the idea that reading of
the text will be negotiated through transmedial ideas, but
they make sure that any negotiation is on their terms. The
player is allowed to make many choices which might seem to
be significant, but in fact they do not overly influence the
game arc, and have little effect on the overall narrative.
The player may feel that in making, for example, racial or
statistical choices, that they are then free to play as a
characterised, free entity within the game, but
this is also negated by the fact that however a character is
played, it has little influence on the game.
Finally,
VtMB avoids the player taking a counter-hegemonic
stance by allowing them mild subversion within the game. The
focus of the main story arc concerns the vampire prince, but
the player is allowed to ally with his rebellious enemies.
This alliance makes no difference until the very end of the
game: the enemies tell the player to stick close to the
prince and spy on him and, essentially, follow the same
story arc as they would have anyway. These choices allow the
player to feel subversive: an authority figure is
set up and then the player is allowed to rebel against them.
By offering this authority figure within the game it makes
it less likely the player will challenge that ultimate
authority figure: the game itself. Once again the illusion
of free choice is produced to satisfy the players need
for a sense of empowerment within the game.
Ultimately,
then, VtMB seeks to evoke and succeeds in creating
an illusion of agency within a wide-ranging
imaginary construct. It uses clever devices to encourage a
player not to pierce that illusion and, instead, to become
engaged with the text. This has some fairly profound
implications for computer game design: does Illusory Agency
produce better games than allowing free reign to agency
itself?
Notes
1.
See the depiction of vampires in Buffy the Vampire
Slayer (Whedon 1997-2003), Interview with the
Vampire (Rice 1976), Blade (Norrington 1998),
and Nightwatch (Lukanenko 1998 and Bekmanbetov
2004).
2.
Nosferatu, eine Symphonie des Grauens. (1922).
[film]. Directed by F.W. Murnau.
3.
Though the text here explains briefly what a
Tremere is, this is also a good example of
transmedialism in the game, since a whole book has been
written on this clan (Hening and Soesbee 2001). To a player
of VtM, this device provides a synopsis of the Clan
in question. To a new player, it is also a sufficient
description as it centres mainly around the attributes a
player may expect to use in the game.
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