42 research outputs found

    Secondary World: The Limits of Ludonarrative

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    Secondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking process and which are united through the common thread of my personal feelings, thoughts and experiences in the digital age

    From the ‘Selva Oscura’ to Paradise Reimagining the Pilgrim's Journey through the Transmedial Realm of Role-Playing Video Games

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    This dissertation was written for the purpose of displacing the negative stereotype of video games being deemed as ‘lowbrow’ entertainment within critical and academic circles, when in actuality the medium has the ability to tell a captivating story through a unique lens unlike the narratives that are traditionally found in a film or a novel. Most of the criticism that games have received in the humanities come from literary scholars who have denounced the medium’s attempts to adapt seminal pieces of literature such as Dante’s Divine Comedy. To counter this assumption, I will be engaging with a video game that has not been marketed as a direct adaptation of the Comedy, but rather uses Dante’s writing as a source of inspiration to enhance its own ludonarrative experience. The game I will be examining in close proximity to the Comedy is the Japanese role-playing game Shin Megami Tensei III: Nocturne released by the studio Atlus in 2003. Nocturne is an incredibly viable case study for this investigation because it exemplifies how, through the unconventional adaptation process of transmediality, a distant text like an RPG can transform the material of a medieval poem to best fit its digital stage while still referencing its source material. In this context, I intend to establish a methodological basis for the transmedial analysis of literature and video games through the creative insight of the Comedy and Nocturne, so that new meaning can be uncovered from both texts and further research can thus commence on relative instances of ludic adaptation

    Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama

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    Videogames are a relatively new entertainment medium that, despite its current underappreciated position in relation to literature, film or television, still succeeded to cement its place in the global culture by virtue of its interactivity. By comparing and contrasting videogame narratives to those of other media, one can easily see that interactivity, as their defining quality, has a detrimental effect on how players immerse themselves in videogames’ stories. Immersion is easily broken though, as it hinges on a multitude of different elements, such as the videogame’s length, the responsiveness of its controls, and the acknowledgement of player actions. How writers approach crafting these virtual worlds is also markedly different in comparison to literature and film, as the videogames' dynamic nature gives rise to a host of potential issues to be mindful of. The author’s vision can sometimes be at odds with player agency, for instance, and taking too much control away from the player might result in a quality narrative at the expense of an engrossing gameplay experience. Understanding that crafting a game that stands on its own merits, engages the player, and tells a compelling story is more often than not a balancing act is the first step to creating a truly unique and timeless experience

    Approaches to Game Fiction Derived from Musicals and Pornography

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    This paper discusses the construction of consistent fictions in games using relevant theory drawn from discussions of musicals and pornography in opposition to media that are traditionally associated with fiction and used to discuss games (film, theatre, literature etc.). Game developer John Carmack’s famous quip that stories in games are, like stories in pornography, optional, is the impetus for a discussion of the role and function of fiction in games. This paper aims to kickstart an informed approach to constructing and understanding consistent fictions in games. Case studies from games, musicals and pornography are cross-examined to identify what is common to each practice with regards to their fictions (or lack thereof) and how they might inform the analysis of games going forward. To this end the terms ‘integrated’, ‘separated’ and ‘dissolved’ are borrowed from Dyer’s work on musicals which was also later employed by Linda Williams to discusses pornographic fictions. A framework is laid out by which games (and other media) can be understood as a mix of different types of information and how the arrangement of this information in a given work might classify it under Dyer’s terms and help us understand the ways in which a game fiction is considered consistent or not

    White moves first: unearthing white privilege in the modern board game.

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    This dissertation focuses on the design choices in the modern board game and argues that game designs emerge from and constitute dominant ideologies that endorse and secure white male superiority. This dissertation utilizes Michel Foucault’s archaeological method to “unearth” ideologies that cultural artifacts both emerge from and constitute. The project considers three central questions: 1) How does the locus of production and consumption impact the dominant ideology underlying game design? 2) How do design choices secure and constitute an ideology of white male dominance? 3) What impact does the normalization of white dominance have upon the broader community? This dissertation is organized around different analytical frameworks with each chapter focusing on one of these frameworks through several case studies. Chapter one introduces readers to the history of the modern board game from World War II to the present and offers a rubric for understanding the interrelated elements in game design. Chapter two focuses on how board games can present as discursive artifacts that reveal the ideological premises they emerge from and constitute. Chapter three inspects how board games reveal a dominant Eurocentrism that is demonstrated and shaped by geographical representation. Chapter four analyzes the role of racial representation for nonwhite characters and bodies to show a proclivity toward the diminished importance and debasement of nonwhite roles. Chapter five looks at the normalization and invisibility of white racial politics that maintains a power disequilibrium through space and representation. Chapter six aligns the endorsements of white dominance implied by game design with exclusionary community practices that secure barriers to play. Collectively, the privileging performances of board games frustrate the industry’s aims to amass a wider and more diverse population of players

    "Ain't the American Dream Grand": Satirical Play in Rockstar's Grand Theft Auto V

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    Rockstar Games is a video game publisher famous for its immersive and highly detailed action-adventure titles set in America, thanks to its two main franchises, Red Dead Redemption and Grand Theft Auto. This article explores how Rockstar employs the location and game play elements of Grand Theft Auto V (2013), a title that has now generated over $6 billion in worldwide sales, to critique elements of American culture, politics, and lifestyle. Presented by Rockstar co-founder Dan Houser as “the endpoint of the American dream,” Grand Theft Auto V provides a crime-laden journey through a simulated Southern California landscape (“San Andreas”). The game is awash with social and political commentary. Of interest here is how, through specific game mechanics such as “satirical play,” the title targets the concept of “the American Dream,” and exposes themes of excess consumption, fake-ness, and social decay in the Californian and broader American experience. Exposition of these themes is, however, compromised by Rockstar’s primary commitment to deliver a mainstream gameplay experience, resulting in mixed messages and moments of ludonarrative dissonance
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