The line between gaming culture and traditional storytelling is being blurred – one quest notification at a time – as readers get addicted to novels that combine sci-fi and fantasy narratives with features from video games.
These “gamified novels” are “going mainstream” and selling in their millions, according to The Economist.
Standing for “literary role-playing game”, LitRPG is a genre of fiction that combines a traditional story with the mechanics from role-playing games and video games. Although a Russian publisher insists that it coined the term in 2013, versions of the genre had been popular in Asia since the turn of the century.
The books “borrow the tropes of video and tabletop games”, and the characters “face challenges and grow stronger” as they “go on quests to obtain rewards”.
For instance, in the novels of Matt Dinniman, whose books have sold more than six million copies, the hero “gets tougher as he punches goblins” and “defeats a monster” that is a mix of a “cosmic octopus” and “your average, suburban, anti-vax, let-me-talk-to-your-manager mom”.
The reader is regularly “updated on his character stats, health bar, XP (experience points) and special skills”. “Video-game vernacular” offers a “useful shorthand” and “minor figures” in the story are called “NPCs: non-playable characters”.
Many of the readers “grew up gaming or playing tabletop games like Dungeons & Dragons”, said USA Today. Brandon Dwane, a 28-year-old from Massachusetts, “never considered himself a reader”, but “that changed” when he began consuming LitRPG. Now he’s a “junkie” for the “dopamine” hits the novels give him.
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