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A Fable: or, how to recognize a narrative when you play one

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Abstract:

This article marshals various critical models to demonstrate to both ludologists and narratologists that their respective methodologies are not antinomic. Through an analysis of the narrative properties of two video games in the action-adventure genre, Fable and Fable II, this article exposes commonalities between traditional narrative modes and electronic multimodal narratives. Nonetheless, this article's consideration of possible worlds semantics destabilizes established tenets of mimetic theory and points to a significant distinction between traditional narrative worlds and the virtual worlds of video games.

Keywords: digital poetics; ludology; mimetic theory; narratology; possible worlds; video games

Document Type: Research Article

DOI: https://doi.org/10.1386/jgvw.1.2.97/1

Affiliations: University of Denver (CO, USA).

Publication date: 2009-12-01

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  • The Journal of Gaming and Virtual Worlds focuses on theoretical and applied, empirical, critical, rhetorical, creative, economic and professional approaches to the study of electronic games across platforms and genres as well as ludic and serious online environments.
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