@article{ART001475243},
author={장두영},
title={The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志)},
journal={Journal of Popular Narrative},
issn={1738-3188},
year={2008},
number={20},
pages={169-200},
doi={10.18856/jpn.2008..20.006}
TY - JOUR
AU - 장두영
TI - The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志)
JO - Journal of Popular Narrative
PY - 2008
VL - null
IS - 20
PB - The Association of Popular Narrative
SP - 169
EP - 200
SN - 1738-3188
AB - The purpose of this thesis is to analyze the narrative structure and examine how to enjoy Romance of the Three Kingdom that has reorganized the original text of the same name in computer circumstances nowadays. Romance of the Three Kingdom Ⅺ uses simulation models that consist of many variables and mathematical operations. The unfolding of events through simulations becomes complex, and game players' various choices intensify it, at last the whole shape of events looks like Rhizome. However, the expansion of game story doesn't lead game play to chaos but gives order, because it was oriented by the facts in novel or history. "Scenario systems," "events systems," "patch programs," and "editor programs" make game story follow the original story. Above all game players’ using of patch programs and editor programs means that reader's sphere limited to "MimesisⅢ" in traditional narratives have extended to "MimesisⅠ" and "MimesisⅡ." And it shows the change in production and consumption of conventional literature. Meanwhile, the object of "the random story" is that hero chosen by game player will accomplish reunifying the whole country, and it makes "the random story" differ from "the back story" finally. In other words, "incompossible" series of events that stayed as potentiality in original story is able to be narrated, at this time the process of simulation as the "law of probability" will operate upon it. That makes game players' can write and read their own Romance of the Three Kingdom that is not equal to the origin. However game players doesn't content with it, they study the original text to make simulation process more flawless. In brief they make and enjoy virtual history with the antagonism between "the back story" and "the random story."
KW - simulation game;virtual history;digital storytelling;the back story;the random story;game player
DO - 10.18856/jpn.2008..20.006
ER -
장두영. (2008). The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志). Journal of Popular Narrative, 20, 169-200.
장두영. 2008, "The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志)", Journal of Popular Narrative, no.20, pp.169-200. Available from: doi:10.18856/jpn.2008..20.006
장두영 "The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志)" Journal of Popular Narrative 20 pp.169-200 (2008) : 169.
장두영. The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志). 2008; 20 : 169-200. Available from: doi:10.18856/jpn.2008..20.006
장두영. "The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志)" Journal of Popular Narrative no.20(2008) : 169-200.doi: 10.18856/jpn.2008..20.006
장두영. The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志). Journal of Popular Narrative, 20, 169-200. doi: 10.18856/jpn.2008..20.006
장두영. The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志). Journal of Popular Narrative. 2008; 20 169-200. doi: 10.18856/jpn.2008..20.006
장두영. The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志). 2008; 20 : 169-200. Available from: doi:10.18856/jpn.2008..20.006
장두영. "The Storytelling of Historical Simulation Game Romance of the Three Kingdom(三國志)" Journal of Popular Narrative no.20(2008) : 169-200.doi: 10.18856/jpn.2008..20.006