Abstract
This chapter argues that Westworld functions as a role‐play experience that continually entices its guests with suggested but unrealized layers of meaning and significance in its immersive western landscape. Where traditional role‐play experiences deliver meaning through player and Game Master group interaction, Westworld provides its guests with violent escapism, sexual fantasy, and nostalgic indulgence. Within the series, the Westworld park presents itself as a combination of two aspects of tabletop role‐playing game: sandbox format and Live Action Role‐play (LARP). Within the role‐play experience, the cultivation of motivation on the part of the Game Master entices players to undertake or follow particular narrative threads. Gameplay was designed to cultivate certain personality traits and instincts. Herein the game's rules, style and structures “influence a user's behavior without forcing the change” ‐ essentially enacting education through restriction. In the case of role‐play games, these restrictions are less over by the narrative nature of the game.