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dc.contributor.advisorParks, Justin
dc.contributor.authorSkancke, Kristian Terje
dc.date.accessioned2022-07-07T05:42:55Z
dc.date.available2022-07-07T05:42:55Z
dc.date.issued2022-05-16en
dc.description.abstractThis thesis investigates how interactivity, one of digital games’ most prominent and productive aspects, can be leveraged to produce particular experiences within games. I demonstrate how Pathologic 2 is designed to leverage interactivity in order to immerse the player within its fiction and world, primarily by the player’s own continuous interaction with the game system as represented in the game’s fictional world. This interactivity, made meaningful through its systemic context, is shown to also be crucial in the construction of the game’s ludonarrative, during which the player engages in continuous embodied thinking. This ludonarrative is made legible through the game’s consistent representation and allows for interpretation and a deeper analysis of the game’s fiction as well as the embodied player’s role within it. The concept of “difficulty,” a prominent device in games, is also accounted for and discussed. This “difficulty,” encompassing both the game system as stress-inducing and the fictional world’s as informationally ambiguous, motivates player action and is key in the further facilitation of immersion and, especially, the facilitation and nuancing of the player’s embodied thinking. The cohesive and uncompromising design of Pathologic 2 becomes a complex system of mutual reinforcement, with the player’s actions, guided by the game’s design, as its primary and ever-present driving force.en_US
dc.identifier.urihttps://hdl.handle.net/10037/25763
dc.language.isoengen_US
dc.publisherUiT Norges arktiske universitetno
dc.publisherUiT The Arctic University of Norwayen
dc.rights.holderCopyright 2022 The Author(s)
dc.rights.urihttps://creativecommons.org/licenses/by-nc-sa/4.0en_US
dc.rightsAttribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)en_US
dc.subject.courseIDENG-3983
dc.subjectVDP::Humanities: 000::Literary disciplines: 040::English literature: 043en_US
dc.subjectVDP::Humaniora: 000::Litteraturvitenskapelige fag: 040::Engelsk litteratur: 043en_US
dc.subjectPathologic 2en_US
dc.subjectGameen_US
dc.subjectDigital gameen_US
dc.subjectVideo gameen_US
dc.subjectImmersionen_US
dc.subjectEmbodimenten_US
dc.subjectInteractivityen_US
dc.subjectAgencyen_US
dc.subjectEmergenceen_US
dc.subjectEmergent narrativeen_US
dc.subjectDifficultyen_US
dc.subjectStressen_US
dc.subjectIce-Pick Lodgeen_US
dc.subjectGame systemen_US
dc.subjectRulesen_US
dc.subjectRepresentationen_US
dc.subjectLudicen_US
dc.subjectFictionen_US
dc.subjectPlayen_US
dc.subjectEmbodied thinkingen_US
dc.subjectTheateren_US
dc.subjectPlagueen_US
dc.subjectSurvivalen_US
dc.subjectEconomyen_US
dc.subjectResource managementen_US
dc.subjectSoulsian hard-is-good philosophyen_US
dc.subjectBudget Skyrimen_US
dc.titleThe 25-hour Moment: How Pathologic 2 Facilitates Presentness and Constructs Its Ludonarrativeen_US
dc.typeMastergradsoppgavenor
dc.typeMaster thesiseng


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Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)