Prophecy, pre-destination, and free-form gameplay: the Nerevarine prophecy in Bethesda’s ‘Morrowind’

‘Morrowind’, Bethesda’s 2002 game, marries an explicit attachment to the type of free-form, gaming experience that allows for intensely personal character creation and role-play, with a rich and complex main storyline based on the theological concept of prophecy - the story of the reincarnation of t...

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Bibliographic Details
Main Author: Slater, Angus (Author)
Format: Electronic Article
Language:English
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WorldCat: WorldCat
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Published: Heidelberg University Publishing 2015
In: Online - Heidelberg journal of religions on the internet
Year: 2015, Volume: 7, Pages: 161-184
Standardized Subjects / Keyword chains:B Morrowind / Hero / Prophecy / Live action role playing
Further subjects:B pre-destination
B Narrative
B user-created texts
B free-form gaming
B Morrowind
B Prophecy
Online Access: Volltext (kostenfrei)
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520 |a ‘Morrowind’, Bethesda’s 2002 game, marries an explicit attachment to the type of free-form, gaming experience that allows for intensely personal character creation and role-play, with a rich and complex main storyline based on the theological concept of prophecy - the story of the reincarnation of the legendary hero, Indoril Nerevar. The interaction between these two aspects of the game puts Morrowind in a particular position at the point of interaction between theology and computer game design. By seeking to balance the competing demands of an explicitly prophetic main story with a free-form user experience, Morrowind produces an effective synthesis of both narrative gaming and theological prophecy in a new light which changes the common paradigm of both. This paper aims to trace and highlight the way in which this tension has been resolved within the game, relying on a voluntary understanding of prophecy and a distinct approach to narrative urgency. 
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