Third Person
Author: Harrigan, Pat
ISBN: 9780262533799
Publisher: RANDOM HOUSE US
Year first published: 03 Mar 2017
Pages: 492
Format: Paperback / softback
b>Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire./b>p>The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives-featuring an ongoing and intricately developed storyline, many characters, and multiple settings-did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's i>Joseph and His Brothers/i>, J. R. R. Tolkien's i>Lord of the Rings/i>, Marvel's i>Spiderman/i>, and the complex stories of such television shows as i>Dr. Who/i>, i>The Sopranos/i>, and i>Lost/i> all present vast fictional worlds. i>Third Person/i> explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors-media and television scholars, novelists, comic creators, game designers, and others-investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in i>Doctor Who/i>; managing multiple intertwined narratives in superhero comics; the spatial experience of the i>Final Fantasy/i> role-playing games; i>World of Warcraft/i> adventure texts created by designers and fans; and the serial storytelling of i>The Wire/i>. Taken together, the multidisciplinary conversations in i>Third Person/i>, along with Harrigan and Wardrip-Fruin's earlier collections i>First Person/i> and i>Second Person/i>, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century./p>
ISBN: 9780262533799
Publisher: RANDOM HOUSE US
Year first published: 03 Mar 2017
Pages: 492
Format: Paperback / softback
b>Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire./b>p>The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives-featuring an ongoing and intricately developed storyline, many characters, and multiple settings-did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's i>Joseph and His Brothers/i>, J. R. R. Tolkien's i>Lord of the Rings/i>, Marvel's i>Spiderman/i>, and the complex stories of such television shows as i>Dr. Who/i>, i>The Sopranos/i>, and i>Lost/i> all present vast fictional worlds. i>Third Person/i> explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors-media and television scholars, novelists, comic creators, game designers, and others-investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in i>Doctor Who/i>; managing multiple intertwined narratives in superhero comics; the spatial experience of the i>Final Fantasy/i> role-playing games; i>World of Warcraft/i> adventure texts created by designers and fans; and the serial storytelling of i>The Wire/i>. Taken together, the multidisciplinary conversations in i>Third Person/i>, along with Harrigan and Wardrip-Fruin's earlier collections i>First Person/i> and i>Second Person/i>, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century./p>