Category: Game studies (Page 3 of 10)

A Wordless World: The Circulation of Affects in Journey


Imola Bülgözdi

ABSTRACT:
This article explores the communicative possibilities in the third-person walker Journey by Sony Computer Entertainment, which eschews verbal communication between player and game, and does not offer a channel for metagame interactions between players, despite the creators’ claim to provide entertainment that inspires human connection worldwide. The game has been praised for its innovative use of the online multiplayer option that only allows for chance meetings and a very limited repertoire of oral communication, leaving room for experimentation in a world lacking human language but rich in ambient sound beds. Although minimalist regarding player-initiated communication, Journey provides an exceptional atmospheric experience due to its Grammy-nominated and BAFTA Games Awards winning musical score, which foregrounds the affective potential of digital games. The soundscape encourages players from all over the world to travel together and share an adventure not only modelled on Campbell’s ‘the hero’s journey’ but also on Everyman’s. The decade-long continued interest in the game allows the article to focus on the circulation of affects involving the creators, the non-diegetic interpersonal communication between players, and the formation of a uniquely positive and supportive online fandom, which remains, in turn, an inspiration for the creators.

KEY WORDS:
affect theory, digital games, game studies, immersion, Journey, third-person walker, Zen games.

DOI:
10.34135/actaludologica.2024-7-SI.68-83

 

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Paws and Politics: A Postcolonial Reading of The Cat and the Coup


Mohammadreza Golshani

ABSTRACT:
The paper presents a close reading analysis of the digital game The Cat and the Coup, a documentary digital game that explores the historical narrative surrounding the 1953 coup in Iran. The game uses a unique perspective by placing the players in control of Mohammad Mosaddegh’s cat to explore a pivotal moment in Iranian history: the nationalization of the oil industry and subsequent foreign intervention. This independent game utilizes a distinctive visual style inspired by Persian miniature drawings and creates a transcultural experience, integrating traditional and contemporary symbolism of both East and West embedded in the medium-specific features of digital games. The research combines the insights of regional game studies and post-colonial studies to conduct an in-depth close reading analysis of the game’s narrative structure, visuals, and artistic choices. It argues that the game serves as a counter-narrative to dominant Western portrayals of Iran by focusing on the cultural and historical significance of the events depicted. Furthermore, the paper suggests analysing game design as a form of digital vernacular and scrutinizes the potential of independent games to challenge hegemonic narratives.

KEY WORDS:
counter-history, coup, documentary digital game, Iran, miniature, Mohammad Mosaddegh, Persia, postcolonial studies, regional game studies, tapestry, The Cat and the Coup.

DOI:
10.34135/actaludologica.2024-7-SI.50-66

 

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“Insert Your Soul to Continue”: The Self-Reflections of Metafictional Digital Games


Aylin Pekan
ık

ABSTRACT:
Metafiction is a self-reflective narrative form that examines and critiques its own themes and structure, serving as a mirror that reflects both its creator and its audience. Within this context, metafiction in digital games breaks through the artifice of narrative to address the players directly as the facilitators of the story and collaborators whose play patterns, personal experiences, expectations, and habits shape game narratives. With the application of both game theory and literary analysis, this paper will examine a selection of metagames: Lovecraftian horror game Eternal Darkness: Sanity’s Requiem displaying meta-mechanics as a form of disempowerment, satirical walking simulators The Stanley Parable and The Stanley Parable: Ultra Deluxe deconstructing the established game tropes, self-aware characters of games Pony Island and Inscryption presenting the developer as a metaphorical adversary, and fictional nonfiction The Beginner’s Guide dissecting the parasocial relationship between developers and players, and the mentally taxing nature of game development. This paper will showcase the meta mechanics and disruptions in such games as wholly unique forms of metatextuality. Ultimately, this paper aims to establish a metagame canon, suggest a typology, and acknowledge metafiction’s place as an essential and inseparable mirror for the storytelling medium of digital games.

KEY WORDS:
deconstruction, digital games, fourth wall, metafiction, metagame, self-reflection.

DOI:
10.34135/actaludologica.2024-7-SI.34-49

 

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Objects Really Matter: Ludo-Representationalism and the Reality of Digital Games


Tamás Csönge

ABSTRACT:
The aim of this paper is to identify the reasons for the contradictory conclusions of the fictionalist and the realist theoretical positions on the ontological status of digital game objects. First, the applicability of the Waltonian notion of fiction regarding digital game objects and events is challenged. The paper clarifies that the debate contains a categorical misunderstanding, and that it is not really about the discursive quality of fictionality (or factuality), but about an ontological opposition between represented and real objects. It is then demonstrated that digital game objects belong to a special category of non-physical informational entities that realists rightly consider real because they exhibit systemic behaviour, but fictionalists are also correct regarding their function as signifiers of non-real, represented objects. Following Aarseth, a distinction is made between represented, simulated and real objects. It is argued that simulated digital game objects are real objects, but not necessarily the same kind of objects as those they represent: a virtual library is a library, but a virtual kitten is not a kitten. Finally, it is suggested that the main reason for the confusion about the existential status of game elements is an issue of descriptive language: a confusion between signifier and signified and the uniform designation of heterogeneous phenomena.

KEY WORDS:
descriptive language, digital games, fictionalism, realism, representationalism, simulation, virtuality.

DOI:
10.34135/actaludologica.2024-7-SI.16-33 

 

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Ludopoetic Interplay in Baba is You


Imre Olivér Horváth

ABSTRACT:
The study investigates aspects of ludopoetic interplay in Baba is You, a digital puzzle game that radically reimagines the relationship between language, gameplay, and meaning-making. Through a close reading of selected game levels, we identify several features that render the game poetic: its use of emotive linguistic markers, its emphasis on verbal creation, and the player’s engagement with and enjoyment of linguistic play. By analysing the game’s unique mechanics of rule manipulation, we examine how players interact with language as both a procedural system and a poetic medium. The study identifies five modes of interaction between referential (metaphorical) and intraprocedural (metonymical) transfers of meaning, including exclusion, diversion, and mutual support. We argue that the game achieves its poetic quality especially by prioritising metonymy over metaphor, foregrounding the materiality of language and the performative power of words. By enabling players to dynamically reconstruct game rules through linguistic manipulation, Baba is You transforms gameplay into an act of linguistic creativity.

KEY WORDS:
Baba is You, ludopoetic interplay, lyric address, lyric poetry, procedural figurativity.

DOI:
10.34135/actaludologica.2024-7-SI.4-15

 

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Sid Meier’s Civilization Franchise: Sustaining Innovation in a Shifting Gaming Landscape


Hana Pravdová, Monika Cihlářová

ABSTRACT:
Sid Meier’s Civilization is one of the most prominent game franchises thanks to its distinct contribution to the strategy game genre. This is evidenced by the game’s inclusion as one of the few games in the World Video Game Hall of Fame. The games in the franchise feature significant replayability, allowing designers to standardize game mechanics that were typical of high-end AAA titles. Innovation, which is more often associated with low development costs, is becoming less common in the game mechanics of high-cost titles. However, original designer Sid Meier set a rule of thirds in development – keep a third of the original game components, improve a third, and innovate a third, thus emphasizing game innovation. The resulting products should deliver innovative mechanics that retain original players while captivating new ones. The purpose of the case study is to evaluate the quality of the innovative game mechanics of the Sid Meier’s Civilization digital game series within the genre and series. The innovativeness and the methods that lead designers to use them can serve as an example for other studios developing strategy games at a time when interest in strategic planning among gamers is declining.

KEY WORDS:
AAA, design, game mechanics, innovation, Sid Meier’s Civilization, strategy game.

DOI:
10.34135/actaludologica.2024-7-2.110-129

 

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Observing the World without You: Automatic Walking and Death Meditation


Aaron Oldenburg

ABSTRACT:
This article discusses walking simulators and self-playing games in the context of the spiritual practice of death meditations. It explores states of mind that walking simulators may have the ability to provoke and how these can be furthered through automation. Although the focus is on potential benefits of a niche approach to game design, the article also discusses ways that this form of experimentation illuminates elements of mainstream games. The author discusses the process and design choices involved in creating their own self-playing walking simulator. Work is analysed in AAA and indie games, including Death Stranding and Proteus, as well as contemporary art, including the work of Ian Cheng, in the context of walking and death meditation. The article draws from game design theory and philosophy in exploring the arguments for specific experiential aspects of walking simulators and self-playing games. The benefits of games and other walking-focused artwork provoking meditations on death are argued from the perspectives of psychology and spirituality. It looks at the theme of death meditation from an individual as well as collective/environmental perspective.

KEY WORDS:
AI, automation, death, meditation, procedural, simulator, spirituality, walking.

DOI:
10.34135/actaludologica.2024-7-2.94-108

 

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Capitalist Surrealism: Grind, Loot Boxes, and the Work of the Looter Shooter


Marshall Needleman Armintor

ABSTRACT:
The last decade has seen the rise of a mini-genre of digital games colloquially known as ‘looter shooters’. Looter shooters such as the games in the Borderlands series swamp the player with guns, cash, armour and powerups to the point that an important game mechanism becomes converting the loot into liquid capital at various in-game repositories. Aside from the garish critique of late-capital overproduction, the endless fountain of ordnance and flashy goods is a ‘grind’ of its own which requires the player to perform labour to sort out the best loot. This article also formulates a theory of grind based on the mechanics of opening loot boxes. Although gacha can tempt the player to gamble on exciting mystery loot containers, by contrast, the grind is all about the predictable and the mundane, where narrative fails to appear on the horizon. The looter shooter continually upends the possibility of story, seamlessly deploying a twin grind/gacha mechanic to obviate both narrative and game, flattening it all into unlosable, yet ‘unwinnable’ work.

KEY WORDS:
accumulation, Borderlands, disaster capitalism, FPS, gacha, grind, late capital, lootboxes, looter shooter, narratology, procedurality, roguelite.

DOI:
10.34135/actaludologica.2024-7-2.80-93

 

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Digital Narratives of Oppression: Surveillance and Control in Detention and Devotion Depicting Taiwan During the White Terror


Anshika Garg, Jyoti Prakash Pujari, Aditi Namboothiri

ABSTRACT:
Fang Ray-shin, a Taiwanese teenager during the White Terror, faces a harrowing choice: expose her classmates in a forbidden book club or remain silent, a decision that highlights the pervasive surveillance of the era, where silence equates to betrayal. This moral dilemma lies at the heart of Red Candle Games’ Detention, a digital game that immerses players in the atmosphere of suspicion and distrust prevalent in Taiwan under martial law. Alongside its successor, Devotion, these games are meticulously crafted narratives that reflect the paranoia and psychological trauma caused by constant monitoring. While existing studies have explored the historical context of these games, they often overlook their engagement with Foucault’s surveillance theories presented in Discipline and punish. This study bridges this gap by analysing the games as virtual representations of Taiwan during the 1960s-80s, investigating the portrayal of historical events under authoritarian rule and the concept of ‘playable surveillance’. This paper also argues that these games challenge and reinforce players’ perceptions of agency, morality, and resistance in the face of systemic oppression.

KEY WORDS:
Detention, Devotion, Discipline and punish, Michel Foucault, surveillance, White Terror.

DOI:
10.34135/actaludologica.2024-7-2.64-79

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Developing Socioemotional Repertoire in Youth through TTRPGs: A Pilot Study


Átila Gonçalves Barcelos da Silva Duval, Domingos Savio Coelho

ABSTRACT:
Gamification has been investigated in various fields, including education. And tabletop role-playing games (TTRPGs) provide a playful and yet safe space for unique learning experiences to take place. However, the literature on the use of TTRPGs is limited, notedly in behavioural science, and particularly in the Brazilian context. This study begins to explore the use of this type of gaming for the development of behavioural repertoires, especially socioemotional, in young people. The auto-efficacy of university students and individuals from the external community regarding their own social and emotional abilities was assessed before, during, and after their participation in a TTRPG campaign. A TTRPG system developed in a psychology research course was used, with mechanics designed to evoke social and emotional behaviours as challenges were faced. Comparative results before and during the campaign showed an increase in comfort to handle social situations and in confidence to handle emotional issues within the gaming environment. Comparisons before and after the campaign suggest a transfer of learning from the game experiences to their individual repertoires. Despite the promising results, the study addresses its limitations. Finally, the potential of TTRPGs as a psychoeducational tool was highlighted, and further investigations in different areas were suggested.

KEY WORDS:
psychoeducation, skills, socioemotional, tabletop role-playing games.

DOI:
10.34135/actaludologica.2024-7-2.52-62 

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