Abstract
Life is Strange is a modern classic of storytelling in games that allows players to make consequential choices at the level of action as well as at the level of narrative. But does it also allow players to play as their authentic selves, or does it constrain them within frameworks of ethics that are assumed by its authors? This study uses an approach that combines elements of ludology, the focus on games as systems that are altered by players through a mechanistic interface, and the application of structuralist narratology. The latter allows us to textually analyse Life is Strange as a case study of a progression game with emergence characteristics, in which mechanics are treated as functional units of narrative. In addition, we draw from a unique quantitative source. Every choice made by players of Life is Strange is recorded and available to see in the public domain. This allows us to compare the narrative structure encoded into the game at the level of action, with the choices players made at the level of narrative. The outcome shows that players subverted hegemonic expectations, within affordances created for them by the game developers, demonstrating an unexpected level of player agency.
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Divisions: | Leeds Business School |
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Identification Number: | https://doi.org/10.1386/nl_00047_1 |
Status: | Published |
Refereed: | Yes |
Publisher: | Intellect |
Uncontrolled Keywords: | 1902 Film, Television and Digital Media; 2001 Communication and Media Studies; 3605 Screen and digital media; 4701 Communication and media studies |
SWORD Depositor: | Symplectic |
Depositing User (symplectic) | Deposited by Mann, Elizabeth |
Date Deposited: | 13 Sep 2024 16:04 |
Last Modified: | 13 Sep 2024 23:10 |
Item Type: | Article |
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Note: this is the author's final manuscript and may differ from the published version which should be used for citation purposes.
License: Creative Commons Attribution
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