英文摘要 |
Based on the observation of an online interactive storytelling environment (Lineage), this study mainly explored the design issues with regard to story plots, character types, and the interactions between them. A contextual inquiry was conducted to collect qualitative data drawing on theories related to Campbell's 'Hero's Journey', Propp's 'Character Types', and Habermas's 'Communicative Action Theory'. The study showed: (1) all types of game characters possessed the hero attribute; (2) helpers usually have certain type of high ability; (3) there is no 'refusal' plot; (4) 'initiation' stage differs significantly from the original story archetype; (5) the assigned tasks should highly match with the character's attributes to enhance the player's experience; (6) the actions that happened most frequently are: instrumental action, strategic action, and communicative action. |