The Influence of Literature on Narrative Elements in Video Games

Authors

  • Aleš Čeh
  • Miran Štuhec Filozofska fakulteta Univerze v Mariboru

Keywords:

self-referentiality, second-person narrator, game books, mythification, narrative techniques

Abstract

In this discussion, following an existing example from the field of film, we show that liter­ature has had a significant influence on the development of video games’ narrative elements. Our thesis is that the emergence of a new medium is not a synchronous event tied exclusively to technoloagical advancement. It is rather the consequence of technological advancment, a changed structure of human socio-spiritual needs, and new narrative techniques, which, due to their foreign nature, lead to a departure from the traditional image of already established media. This finding and the practical application of examples to video games shows that it is a medium that can be interpreted with the resources of literary studies. This forms the basis for a more detailed study of the hybridization of video games and literature.

 

References

The ASCII Unreal, 1999. Vuk Ćosić. Na spletu.

Chris Baldick, 2001: The Concise Oxford Dictionary of Literary Terms. Oxford: Oxford Clarendon Press.

Baba Is You, 2019. Hempuli. Na spletu.

Andre Bazin, 2010: Kaj je film? Ljubljana: KINO.

The Beginnerʼs Guide, 2015. Everything Unlimited Ltd. Na spletu.

Saša Benulič, 1994: Narativni diskurz v romanih toka zavesti. Analiza romanov in vrednotenje Genettove analitične metode. Magistrsko delo. Ljubljana: Filozofska fakulteta Univerze v Ljubljani.

Wayne C. Booth, 2005: Retorika pripovedne umetnosti. Ljubljana: LUD Literatura.

Call of Duty: Modern Warfare 2, 2009. Activision. Na spletu.

Call of Juarez: Gunslinger, 2013. Ubisoft, Techland. Na spletu.

Italo Calvino, 1993: Če neke zimske noči popotnik. Ljubljana: Cankarjeva založba.

Rachael Castell, 2014: Filmed theatre: a new artform in itself? Na spletu.

Civilization, 1991. MicroProse. Na spletu.

Dark Souls, 2011. Namco Bandai Games, FromSoftware. Na spletu.

Depression Quest, 2013. The Quinnspiracy. Na spletu.

Terry Eagleton, 2010: Marksizem in literarna kritika. Ljubljana: Sophia.

Umberto Eco, 1999: Šest sprehodov skozi pripovedne gozdove. Ljubljana: LUD Literatura.

The Elder Scrolls V: Skyrim, 2011. Bethesda Softworks. Na spletu.

Entertainment Software Association, 2019: 2019 Essential Facts About the Computer and Video Game Industry. Na spletu.

Jane Flax, 1990: Thinking Fragments: Psychoanalysis, Feminism and Postmodernism in Contemporary West. Berkely: University of California Press.

Alexander R. Galloway, 2011: Teorija video iger. Ljubljana: Maska.

Gone Home, 2013. The Fullbright Company, Majesco Entertainment, Annapurna Interactive. Na spletu.

Aljoša Harlamov, 2010: Nezanesljivi pripovedovalec v sodobnem slovenskem romanu. Jezik in slovstvo 55/1–2. 33–45. Tudi na spletu.

Ihab Hassan, 1986: Pluralism in Postmodern Perspective. Critical Inquiry 12/3. 503–20. Tudi na spletu.

Johan Huizing idr., 2003: Teorije igre. Ljubljana: Študentska založba.

Petra Jordan, 2011: Fanovska literatura kot prostor preizkušanja alternativnih življenj¬skih praks. Jezik in slovstvo 26/5–6. 27–38. Tudi na spletu.

Steven L. Kent, 2001: The Ultimate History of Video Games. New York: Three Rivers Press.

Igor Koršič, 2017: Železo in sanje: Medij in umetnost v filmu. Slavistična revija 65/2. 373–84. Tudi na spletu.

Andrej Košir, 2017: Kako tehnologija oblikuje medije: tehnološki pogled. Primerjalna književnost 40/1. 11–27. Tudi na spletu.

Milan Kundera, 1988: Umetnost romana. Ljubljana: Partizanska knjiga, Slovenska matica.

Georg Lukacs, 2000: Teorija romana. Ljubljana: LUD Literatura.

Angel Daniel Matos, 2014: What is Postmodern Literature? Na spletu.

Janet Murray, 1997: Hamlet on the Holodeck. New York: The Free Press.

Ni No Kuni: Wrath of the White Witch, 2011. Namco Bandai Games, Level-5. Na spletu.

Okami, 2006. Capcom. Na spletu.

Filipe Pepe, 2019: The CRPG Book: A Guide to Computer Role-Playing Games. Brazilija: samozaložba. Tudi na spletu.

Urška Perenič (ur.), 2017: Medialnost in literatura I. Slavistična revija 65/1. 1–80. Tudi na spletu.

Urška Perenič (ur.), 2017: Medialnost in literatura II. Slavistična revija 65/2. 341–415. Tudi na spletu.

Urška Perenič (ur.), 2017: Medialnost in literatura III. Primerjalna književnost 40/1. 1–132. Tudi na spletu.

Anja Radaljac, 2016: Puščava, klet, katakombe. Maribor: Litera.

The Stanley Parable, 2011. Galactic Cafe. Na spletu.

Janez Strehovec, 1998: Tehnokultura - kultura tehna. Ljubljana: Študentska založba.

Andrej Tarkovski, 1997: Ujeti čas. Ljubljana: EWO.

John R. R. Tolkien, 1992: The Silmarillion. Združeno kraljestvo: HarperCollins Publishers.

Ultima I, 1981. California Pacific, Origin Systems. Na spletu.

Uncharted 4: A Thief’s End, 2016. Sony Computer Entertainment. Na spletu.

Violet, 2018. Jeremy Freese. Na spletu.

Tomo Virk, 1998: Čas kratke zgodbe. Čas kratke zgodbe: Antologija slovenske kratke zgodbe. Ur. Tomo Virk. Ljubljana: Beletrina.

Ian Watt, 2000: Rise of the Novel. ZDA: PIMLICO.

Zork I, 1986. Personal Software, Infocom, Activision. Na spletu.

Alojzija Zupan Sosič, 2017: Teorija pripovedi. Maribor: Litera.

Published

2020-07-14

How to Cite

Čeh, A. and Štuhec, M. (2020) “The Influence of Literature on Narrative Elements in Video Games”, Slavistična revija, 68(2), pp. 169–182. Available at: https://srl.si/ojs/srl/article/view/3807 (Accessed: 22 December 2024).

Issue

Section

ARTICLES