Category: Game studies (Page 4 of 11)

“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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Gaming with Emojis: A Look at Different Strategies of Emoji Inclusion in the Design of Digital Games


Amin Heidari

ABSTRACT:
This theoretical study explores the strategies of emoji implementation in digital games, influenced by emojis’ cute aesthetics. The effects of the Cute have been discussed from two perspectives. While some consider it as a sweet coating around the bitter pills of everyday life under capitalism, others regard it as a true mental refuge, capable of teasing, harshness and seriousness. By categorising emojis’ functions in digital games into five groups (personification, aesthetic substitution, doubling the fun, instrumentalization, and self-enhancement), it will be posited that sometimes emojis’ function is primarily rooted in their solacing power, and that at other times their role is more directly tied to reinforcing the rationale behind the capitalist market. Their role in personification (Emoji Quest), aesthetic substitution (Disney Emoji Blitz) and doubling the fun (Emoji Kitchen – DIY Emoji Mix) aligns with the comforting power of the Cute. Meanwhile, their role in instrumentalization (Emoji Clickers) and self-enhancement (Mirror Fun Emoji Face Stickers) can bolster ideological components of the capitalist market, namely greed and self-obsession.

KEY WORDS:
aesthetics, capitalism, cuteness, digital games, emoji, mobile games.

DOI:

10.34135/actaludologica.2024-7-2.38-51

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The Medicalisation and Dissemination of Cosmic Horror in Bloodborne


Michaela Fikejzová, Martin Charvát

ABSTRACT:
The aim of the paper is to interpret the themes of dissemination of cosmic horror via the transformation of human bodies in the Bloodborne digital game. The analysis’ central operative concept is the medicalisation process introduced by Michel Foucault, when he described the birth and emergence of biopolitics at the end of the 18th century and showed how medical science, built on new paradigms, led to a specific control of the population, especially its natality and mortality. Within Bloodborne, we can see the mechanisms of medicalisation through the constitution of a powerful institution, which subsequently introduced the ritual of transfusion when experimenting with blood. However, this led to the transformation of human/mortal bodies by means of the beastly scourge, and thus to the alteration of the properties of mortal bodies, into a form of becoming-of-the-monster. As a result, medicalisation allows for the dissemination of cosmic horror and the loss of humanity. This type of analysis seeks to expand our understanding of the intersection of digital games and sociocultural phenomena at the level of representation, and their involvement in the construction of game fictional worlds.

KEY WORDS:
affect, Bloodborne, cosmic horror, inhuman, medicalisation, monster.

DOI:
10.34135/actaludologica.2024-7-2.26-37

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