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Religions 2018, 9(7), 209; https://doi.org/10.3390/rel9070209

Stay Your Blade

Faculty of Humanities, Vrije Universiteit Amsterdam, De Boelelaan 1105, 1081 HV Amsterdam, The Netherlands
Received: 14 June 2018 / Accepted: 28 June 2018 / Published: 3 July 2018
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Abstract

In their article ‘Transmedial worlds: Rethinking cyberworld design’, Klastrup and Tosca show that the core elements of a Transmedial World are: Mythos, the lore of the world, the central knowledge necessary to interpret and successfully interact with events in the world; Topos, the setting and detailed geography of the world; and Ethos, the explicit and implicit ethics and (moral) codex of behaviour. Though other terms are used, in essence similar distinctions are made in game worlds and storyworlds. In this article, I will first discuss the game world and the storyworld and show that the storyworld in games is different from that in non-interactive narrative media. I then focus on the Mythos and Ethos elements in the world of the Assassin’s Creed series as both govern the moral choices in the series and, by doing so, subtly direct the behaviour of the player. View Full-Text
Keywords: transmediality; transmedia storytelling; game worlds; storyworlds; transmedial worlds; Mythos; Ethos; Assassin’s Creed transmediality; transmedia storytelling; game worlds; storyworlds; transmedial worlds; Mythos; Ethos; Assassin’s Creed
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. (CC BY 4.0).
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Veugen, C. Stay Your Blade. Religions 2018, 9, 209.

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