By Pat Harrigan, Noah Wardrip-Fruin
The ever-expanding capacities of computing supply new narrative chances for digital worlds. but gigantic narratives--featuring an ongoing and intricately constructed storyline, many characters, and a number of settings--did no longer originate with, and aren't constrained to, hugely Multiplayer on-line video games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the jewelry, Marvel's Spiderman, and the advanced tales of such tv exhibits as Dr. Who, The Sopranos, and misplaced all current titanic fictional worlds. 3rd individual explores options of substantial narrative throughout quite a few media, together with games, tv, literature, comedian books, tabletop video games, and electronic artwork. The contributors--media and tv students, novelists, comedian creators, online game designers, and others--investigate such concerns as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters study more than a few issues, together with storytelling in a multiplayer atmosphere; narrative suggestions for a 3,000,000-page novel; continuity (or the impossibility of it) in medical professional Who; dealing with a number of intertwined narratives in superhero comics; the spatial event of the ultimate myth role-playing video games; global of Warcraft event texts created by means of designers and lovers; and the serial storytelling of The cord. Taken jointly, the multidisciplinary conversations in 3rd individual, in addition to Harrigan and Wardrip-Fruin's past collections First individual and moment individual, provide crucial insights into how fictions are built and maintained in very various varieties of media initially of the twenty-first century.
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