Beyond the wall: The boundaries of the neomedieval town in singleplayer roleplaying games

1 Aug 2019·
Dom Ford
Dom Ford
· 0 min read
Abstract
The cities of the ever prevalent neomedieval fantasy roleplaying game are integral to their gameworlds. They act as quest hubs, goals, centres for action and places of safety. Much of the loop of the game revolves around leaving the city to complete quests, then returning to the city again, and repeat. In this paper, I take a closer look at the boundaries of the city. I begin by proposing a model to help define what a city’s boundary is and how it is expressed to the player. Then, I look at how and why players cross those borders back and forth. Through this, I hope to facilitate a better understanding of how the city functions in roleplaying games, and how the ways in which it produces boundaries alters and affects how players interact with the gameworld.
Type
Publication
Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix
Dom Ford
Authors
Postdoctoral Researcher
My research focuses on myth, digital game communities, monsters, spatiality and the representation and depiction of history and the past (both real and fictional histories) in digital games.