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A Genre of Hybrids – Structured Hybridity Through Communicative Purpose in Immersive Simulation

17. Mai 2023 ·
The genre of immersive simulation is increasingly difficult to identify as the games within it become more diverse in their gameplay and themes. While players and critics regularly discuss the genre online, academic discourse on the subject is largely absent. This article argues that the genre is defined by the way in which key developers express their communicative purpose in their games resulting in a game structure that is recognisably similar across titles. Through textual and paratextual analysis of Dishonored, the structural build-up of the game is compared to other games in the genre, aiding in understanding why these games are grouped together. [de] Das Genre der Immersive Sims ist zunehmend schwierig zu bestimmen, da die Spiele innerhalb des Genres in Bezug auf Gameplay und Themen immer vielfältiger werden. Während Spielende und Kritiker*innen regelmäßig online über das Genre diskutieren, findet ein akademischer Diskurs zu diesem Thema kaum statt. In diesem Artikel wird argumentiert, dass das Genre durch die Kommunikationsziele führender Entwickler bestimmt wird, was zu einer Spielstruktur führt, die in allen Titeln erkennbar ähnlich ist. Durch eine textuelle und paratextuelle Analyse von 'Dishonored' wird der strukturelle Aufbau des Spiels mit anderen Spielen des Genres verglichen, um zu verstehen, warum diese Spiele unter einem Genre gefasst werden.
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Immersive Sims and Moral Gameplay: A Case Study from Deus Ex

17. Mai 2023 ·
This paper is about immersive sims and moral gameplay. Moral gameplay is defined in terms of opportunities to exercise moral skills associated with the Four Components of moral expertise, and the moral player as someone who engages with a game’s moral content on its own terms, treating moral scenarios as moral and not merely opportunities to maximise ludic outcomes. The Four Lenses, a loose framework derived from the Four Components, is a set of questions and perspectives intended to help developers design moral gameplay by facilitating moral agency. The crux of this paper is that the design philosophy of immersive sims is highly consonant with the Four Lenses framework, and therefore especially well-suited for designing morally engaging gameplay. To illustrate this, I dissect a scene from the immersive sim Deus Ex and show how the Four Components manifest to make for compelling moral gameplay.
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© 2024 Paidia - Zeitschrift für Computerspielforschung (ISSN: 2363-5630)
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