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.
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