4 research outputs found
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Vocal disruptions in the aural game world: The female entertainer in The Witcher 3: Wild Hunt, Transistor and Divinity: Original Sin II
The voice as disruption is not a new concept. Disruptions to discourses, relationships and lifestyles can be caused by the insertion of the voice. In video games, voices can be disruptive to player progressions, gameplay and character relationships through dialogue and performances. The female entertainer frequently disrupts the aural space of a game through her uniqueness as a performer at the forefront of the diegetic space, using song to tell her own story. The video games The Witcher 3: Wild Hunt (2015), Transistor (2014) and Divinity Original Sin II (2017) use diegetic female entertainer voices to disrupt the video game’s continuity. These case studies consider performance as disruption to gameplay, which is significant for the growth of the story and its characters, alongside the player’s understanding of the game’s musical meanings
“One of the baddies all along” : Moments that challenge a player’s perspective
Reflection has become a core interest for game designers. However, empirical research into the kinds and causes for reflection within games is scarce. We therefore conducted an online questionnaire where participants (n=101) openly reported perspective-challenging moments within games, their causes, experience, and impact. Where past work has emphasised transformative reflection that changes player’s views and behaviour outside the game, we found that players report predominantly moments of ‘endo’-transformative reflection, which is focused on players’ game-related behaviour and concepts. We further identify some causes of perspective-challenging moments relating to narrative, game systems, game-external sources, and player expectations. Narrative reveals emerge as a key cause of perspective challenge
