Episode Transcript
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[Auto-generated transcript. Edits may have been applied for clarity.]
So. Hello, everyone. Um, welcome to session ten of the fantasy Summer school.
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Uh, my name is Adam Kelly. I'm a doctoral researcher here at Oxford, uh, where I work on melancholy, medieval poetry, cherry stuff.
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It's my pleasure to be chatting this session with two excellent speakers.
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We'll have time for five minutes of questions after the first talk and 15 after the second.
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So please bear them in mind, and we'll try to get to as many of you as possible in that time.
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So without further ado, I'd like to welcome Stuart Lee.
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He's a professor of English Lit here at Oxford, where he has lectured on Old English war poetry, Tolkien and fantasy literature.
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Stuart's talk today is on gaming and immersive world. So welcome Stuart.
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Thank you. Uh, and thank you very much.
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I know what you say at the beginning.
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I am not a games theorist by any stretch of the imagination, but I was a gamer for many years of my my life and misspent youth.
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So I just want to talk a bit about a combination of games, history.
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Gaming, of course, goes back. Probably one of the earliest things that mankind has, has, has tackled or done a bit like telling fantasy stories.
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And I'm going to take you through the history of these various components and then
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try and pull out some similarities to a few things that we have talked about,
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um, in the past couple of days.
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So wargaming, um, has been around for many, many years, but people probably focus in on Prussian war gaming, which started in the late 18th century.
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Um, AJ Bell week's game, which allowed people to sort of simulate battle battle tactics, etc.
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Um, the picture on the right is actually from H.G. Wells His Little Wars.
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He produced a set of rules for war gaming.
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This is figures and battles, figure battles, etc. um, ironically, in 1913, when of course, a year later it was all too horrendously real.
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Um, commercially produced games. They start to appear very early on.
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There are the remotes where you see they're in the 16th century,
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but most people talk about after the Second World War in terms of things like Charles Roberts Tactics or Risk, which appeared.
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I'm sure we've all played it in 1959. So let's talk about board games and board games.
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What I find interesting about them is they are trying to simulate what it's like to be in a particular situation.
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Uh, you as the player, make decisions, but you're often delivered by chance.
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And again, you could say, well, that's very like some of the, of what happens to characters in roleplaying.
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And the challenge generally is, is driven by the role of a dice.
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Uh, you can be everything from a property tycoon in monopoly to solving a murder in Cluedo.
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But again, I think, as we've said, with fantasy books or fantasy stories, they emerge from their time, games emerge from their time.
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So monopoly, which actually was first touted around in 1906, uh, and then came out in 1935,
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really is a is a game about capitalism and the Great Depression.
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Cluedo comes out in 1943. It's a game which follows on from the golden age of detective fiction.
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You're in the locked house trying to solve the murder. And I think also, which I'll come back to in a second.
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You do experience a sense of immersion, even with something like monopoly.
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Oh, what would it be like to own three hotels in Mayfair?
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I'm still in that house trying to solve the murder of Colonel Black or whatever it was.
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Now, you won't be surprised to know that board games embraced some of the key texts of fancy literature.
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There were probably earlier ones than this, but the one that people, most people point to is 1921.
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At the oldest books there was a board game, um, for that, which is a very small reproduction there.
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Um, you'll also come a lot of what they call risk skinning. So risk the Game of Thrones risk score.
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The Lord of the rings monopoly. They really aren't the sort of thing we're interested in.
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We're more interested in a game that attempts to try and take you through the narrative.
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And because he's my bank, I'm just going to focus or use Tolkien to try and talk about this.
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And Tolkien games actually appear quite early on 1970, conquest of the ring world, certainly late 60s.
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Um, there are battle rules for for, uh, taking your figures round by the ring bearer.
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The game, which probably I remember playing the most was Spies War of the ring, which is on a grand scale, a map that is the size of a table.
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Um, and you try to sort of view the characters of The Fellowship of Saruman or Sauron.
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Uh, then we get some really quite classic games coming out that Kinsey is Lord of the rings,
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and probably the one that most people saw at War of the ring, which 2000 and 2004, which again.
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But you can see the similarity between the spies and that one from the War of the ring.
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It's dealing with on a grand scale. Middle-Earth trying to get the ring to Mordor.
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Okay role playing games. And this is where things start to merge, because chain mail, which we often talk about, was about figure battles.
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But it started to introduce not just muskets, cannons.
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You start to introduce magic into it. And some of the developers of that in 1973 74 formed Tactical Studies Rules, or TSR,
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which of course most famously leads to Dungeons and Dragons by Gary Gygax and Dave Arneson.
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And here we get of similarities. So daddy starts that medieval, that fantasy world.
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Uh, tunnels and trolls without the time, room, quest, Warhammer and so on.
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But then roleplaying starts to embrace other genres.
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Exactly as we've been saying again and again, Bushido was an early one.
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I remember playing in Japanese culture. Sci fi comes in, we came in with traveller horror with things like Call of Cthulhu from Kaohsiung Games, etc.
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Again, like we talk about fantasy. You can play role playing games at the individual sword and sorcery level.
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You go in a dungeon, you kill monsters, you take your treasure out. The end or what became began to form campaign levels, epic levels.
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And you can go out to to the shops and buy these big packs to take you through these worlds.
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Pre-built worlds and campaign. The Dungeon Master in a role playing game is the author.
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They will world build.
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They may buy the worlds, but they more often than not will create the world, create their own mythology, um, with pre-designed scenarios.
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But they're not necessarily the sole author, as we will come on to, because the narrative can and will diverge because of.
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You, the other players in the game or non-player characters or whatever there's still chance involved in efforts on.
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Okay. A couple of things.
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We've come up against influences. So here is Gary Gygax talking about D and D.
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How did it Lord of the rings influence the d D game world?
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Plenty. Of course, just about all the players were huge JRT fans, and so they insisted.
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I put as much Tolkien influence material into the game as possible.
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So again, what we tried to do over the past couple of days to show you that everything in a way looks back to what came before.
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So D and D emerges from this great desire in the 60s, um, to look at what resurgence in particular in Tolkien and so on.
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But the second thing I'd say is that we're talking here. Our role playing game is about this idea of immersing yourself.
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You could imagine. When you're in a carrier reading a book, you can imagine yourself in the in that other character, what they're experience,
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etc. in a particularly well written but gaming of course before you the opportunity, as Scott Paul says here,
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to enter fully into that world, to fully immerse yourself,
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but also to play out your and I use it lowercase fantasy to be something which you may not be able to be in real life,
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to explore all of those options. Uh, and it takes to take new levels, obviously.
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And some of you may do this live action role playing games. Uh, forget the picture on the right.
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That's just some people doing it. Picture on the left is probably the more interesting one.
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That's Pick Fruit and Castle at Cheshire.
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And in the early 1980s, that was probably the site of the first live action role roleplaying in the UK, uh, called Treasure Trap.
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And I used to go to it and I can tell you tales about that. Um, okay.
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Sorry. Computer games. That seems to have gone slightly wrong. So, uh, just to say again, if we look at token, we have Moria.
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So we have early computer games coming out, even in 1975.
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It's all text driven, one which I spent an inordinate amount of time when I should have been doing my A-levels, playing The Hobbit on the spectrum.
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Incredibly frustrating game, but it worked. Um, and then we get things.
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Computer games have worked and moved a lot more, so it changed from that individual playing on,
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uh, a spectrum in their bedroom to something which became much more multiplayer and so on.
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And there were a lot of games which developed, and I just put DeMeo up there because that came out in 2021.
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It's not a Lord of the Rings of Tolkien one, but it's a VR game.
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So you wore a VR headset, and the irony is the VR headset what you when you start playing the game,
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you are transported to a basement, sitting around a table playing D and D, uh, so you're basically on the set of Stranger Things.
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Uh, so just wrap it up. Just a couple of things about theory.
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So if we look at narrative theory as, as some of you may know, there's always a narrative at the core of the board games.
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And to agree role playing games, the scenario if you buy a scenario pack.
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But of course it's just there, but it will be then destabilised by you, the players.
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You can challenge it, you can take it. And believe you me, we used to take it in all kinds of directions.
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And some people have written about this, that in narrative theory you talk about the fabulous events,
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act as time locations, and then the story is overlaid by the author and they as the individual, control it.
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But in a game, we perhaps will think about, well, there's a pool of things in there.
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There are the players that run the Dungeon Master says the game system, the rules, and they combine to create the narrative itself.
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So it's not we got bits and pieces, but are sitting around a table or online or whatever are the ones that will change the narrative.
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A thing. That is, though there is constant tension, is trying to keep remaining.
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Um. Uh, faithful to the original text.
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Uh, now that happens, of course, we talked about fanfiction earlier where people are trying to sort of take the text
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in new directions or look at some of the opportunities to explore new areas in that.
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Um, but what we find tend to find in the, the game, certainly in the game rules, is they are trying to keep faithful to that original narrative.
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Once we as players get hold of it, uh oh, all bets are off.
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And then finally, I just want to talk a bit about immersion losing yourself.
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And I don't mean in the Jumanji sense where you get sucked into the game physically, but you do get sucked into games even with a board game.
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You will take a side. Um, you may not like it, but you do take a side.
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If you're playing it, you start. You want to win. That's the objective of it.
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Um, and I think the other thing which we've we've touched on again, is that,
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you know, people will receive a text, a fantasy text in very different ways.
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I may read it and get something out of it. Someone else may read it and get something completely different out of it.
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So there's no one type of gamer either. Some people just go in because they love the rules.
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They love challenging the rules. Other peoples go in because they just want to have a muck about or whatever.
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Very different people who will play games. So their experience of a game is very different.
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But what you will read if you go into this game theory is things emerge from a bit of psychology about, um,
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how we immerse ourselves that there is this intense focus when you are playing a game and there's discussion of the magic circle,
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the games reality starts to dominate you when you are sitting, playing either a board game or a role playing game.
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And I guess this is I'm just trying to tie this back to what we talked about already, a bit like Tolkien secondary belief,
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because there are times if you're playing really intensely,
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particularly at 2:00 in the morning, an RPG, you are in that game and you're surrounded by it.
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Um, and then the other extract here, or maybe Sarah Bowman, six facets of immersion where she takes a part.
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There are all kinds of levels that you can play.
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And again, it goes back to the idea that there are gamers who, uh, will experience very different things.
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It might be the character, the setting, the rules itself, which they really get interested in.
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But then finally. I think when you've played a game, particularly if you've invested a lot of time, there is that bleed.
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There is that sense. You come out of the game, you go into real life, you go back to the mundane, but somehow it can make you see things differently,
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and it may just be the person you were playing when you go there, a backstabber.
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I'll never trust them again in real life, but it could be at another level.
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And I suppose that's beginning to touch on token's recovery.
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And there's a set of reading if you wish to sort of look on that and explore it a bit further.
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Thank you. Thank you for this is really fascinating.
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When I heard game is my first, uh. But the first thing that my mind went to is video games, actually, because of course, it's where we are.
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And I just have in mind things that are emerging now. I wonder if it it would be a new sort of era to some of what you're saying here with,
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with console games like, um, Whole New World being built through Elder Scrolls and that sort of thing.
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And then we're also seeing adaptations like God of War and of course, part of what's going on there.
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And this maybe gets a little bit just the experience of the game.
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And what it means for the story world is the, the sort of response and engagement with,
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with console feedback, with, you know, vibrations to get much more immersive.
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You mentioned, of course, like headsets and stuff. I just wondered if you had any thoughts.
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Yeah. So on the second one we are we're moving more into that that sensory gaming as well.
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Yeah, with the VR headsets. But also the handheld controllers will vibrate will channel and Cetera and you can see where that might head.
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Um, yeah.
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And I didn't talk about world building as part of the game, which goes way back to those early games, um, like Kingdom and Civilisation and so on.
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But now you would certainly see a lot of young people playing robot Roblox and so on.
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You know, they're they're constantly building new places or it's pre-built and you go in and you can you can alter it as well.
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So yeah, that is something which we see if you're tying it back to a fantasy world that still tends to be like Lord of the Rings Online.
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It's built. But then there are scenarios in there, but there's scenarios which are off the side from the main narrative.
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They don't let you go in and disrupt what's happening, say in the Third Age.
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Thank you sir.
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Um, I'm wondering if, you know, um, gamers are famous just like fans who write fanfiction, uh, the famous for their communities and like,
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community spirit, particularly those who do, you know, dungeon Dungeons and dungeons, the more kind of analogue, um, activities.
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And I'm wondering, we know of, um, quite a few people who became, uh, recognised,
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either self-published or traditionally published authors coming from, um, fan fiction.
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I'm wondering, do we know of any similar examples of people coming from, uh,
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this sort of gaming communities who then become, uh, recognised, I don't know, screenplay,
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uh, writers or, uh, um, but I don't know about screenplay, but writers, yes,
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we do, because we met her yesterday, Samantha Shannon, as she said, I'm a gamer.
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But, um, going way back, people like Steve Jackson, they, you know, they were inventing games and game rules and then became authors as well.
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Sometimes it's like self-play roleplaying Game, folks, and the Fighting Fantasy books,
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etc. I don't know, to be honest, but I suspect there were quite a few, um, that at least grew up.
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Playing either a board game or a war game, or a role playing game or video game,
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and that's and sparked them to sort of think that they can create something that.
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So I think that's that's probably the time. Yes. Yeah. Yes. Thanks so much.
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So I actually.
