MMORPG users download the game program form the client server to their own computer, click to choose their own character and move it, and then send this status to the main server of the game company. This process causes two aspects of storytelling for MMORPG. One is designers\' storytelling and another is users\'. Designers offer game world which has background story and specific rules, and users play with these material. When users play the MMORPG, they interact with other players and because of this networked environment, the user storytelling of MMORPG could be different from designers\' expectation.
Some study indicated that although digital game is interactive medium and players choose the way and complete their game story, MMORPG player can\'t change their world through their game play. MMORPG has a complex system such as a active data from user A has to send to another user B\'s computer, it\'s impossible to accept all users\' story to main world.
However, MMORPG designers frequently offer \'patch\' to their customers and fix the rule of game world. These changes are not visible, but it is important for balance of the world. Process of the change the rule begins with players\' events. When some unexpected events causes the issue and have an effect on the game world and other player, designers notify that, and try to fix the rules for balance.
This paper focuses on this process, and analyze the process based on Greimas rectangle. It helps to understand the specific features of changing MMORPG world rules, and explains the purpose of modification rules, such as intensifying the background story and balance the players\' role.