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Straddling the great divide : intersections in gameplay and narrative in contemporary Japanese role-playing games Helland, Sarah Michelle
Abstract
This project explores questions concerning whether digital games should be studied in terms of narrative, ludology (gameplay), or both. The project begins by discussing the current state of game studies and the ‘narrative vs. ludology’ debate. The author provides a brief outline of contemporary theory surrounding the debate before asserting her central thesis that both gameplay and narrative are integral components of player experience and that both must be acknowledged. The author then outlines her research methodology, which includes textual analyses of two popular Japanese role-playing games. By examining the ways in which morality is depicted in both games, the author posits that the functions of both gameplay and narrative in constructing player experience will become evident. A brief discussion of what constitutes a role-playing game is provided, followed by a discussion of the ways in which digital role-playing games are cultural products. The author includes an analysis of narrative conventions in contemporary Japanese role-playing games in order to resist eurocentric readings of the two games to be examined. The textual analyses begin with an examination of gameplay in Fire Emblem: Radiant Dawn. An analysis of the game’s narrative elements such as plot, characterization, and theme follows. Through this analysis, the author observes a marked focus upon collectivist morality, which is clearly observable in both the gameplay and narrative elements of the game. Gameplay in Tales of Symphonia: Dawn of the New World is then examined, followed by an analysis of the title’s narrative elements. The author observes that the gameplay and narrative elements of the latter game emphasize individualistic morality. Although the games provide very different depictions of morality, both rely continually upon intersections in gameplay and narrative to construct player experience. Through the textual analyses, the author concludes that gameplay and narrative are thoroughly interconnected and that attempting to divorce the two for the purpose of academic study is purely artificial and thus not useful in understanding the ways in which digital games affect global cultures. The project concludes with a number of recommendations concerning the future of game studies.
Item Metadata
Title |
Straddling the great divide : intersections in gameplay and narrative in contemporary Japanese role-playing games
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Creator | |
Publisher |
University of British Columbia
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Date Issued |
2013
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Description |
This project explores questions concerning whether digital games should be studied in terms of narrative, ludology (gameplay), or both. The project begins by discussing the current state of game studies and the ‘narrative vs. ludology’ debate. The author provides a brief outline of contemporary theory surrounding the debate before asserting her central thesis that both gameplay and narrative are integral components of player experience and that both must be acknowledged. The author then outlines her research methodology, which includes textual analyses of two popular Japanese role-playing games. By examining the ways in which morality is depicted in both games, the author posits that the functions of both gameplay and narrative in constructing player experience will become evident. A brief discussion of what constitutes a role-playing game is provided, followed by a discussion of the ways in which digital role-playing games are cultural products. The author includes an analysis of narrative conventions in contemporary Japanese role-playing games in order to resist eurocentric readings of the two games to be examined.
The textual analyses begin with an examination of gameplay in Fire Emblem: Radiant Dawn. An analysis of the game’s narrative elements such as plot, characterization, and theme follows. Through this analysis, the author observes a marked focus upon collectivist morality, which is clearly observable in both the gameplay and narrative elements of the game. Gameplay in Tales of Symphonia: Dawn of the New World is then examined, followed by an analysis of the title’s narrative elements. The author observes that the gameplay and narrative elements of the latter game emphasize individualistic morality. Although the games provide very different depictions of morality, both rely continually upon intersections in gameplay and narrative to construct player experience.
Through the textual analyses, the author concludes that gameplay and narrative are thoroughly interconnected and that attempting to divorce the two for the purpose of academic study is purely artificial and thus not useful in understanding the ways in which digital games affect global cultures. The project concludes with a number of recommendations concerning the future of game studies.
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Genre | |
Type | |
Language |
eng
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Date Available |
2013-08-14
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Provider |
Vancouver : University of British Columbia Library
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Rights |
Attribution-NonCommercial-NoDerivatives 4.0 International
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DOI |
10.14288/1.0074096
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URI | |
Degree | |
Program | |
Affiliation | |
Degree Grantor |
University of British Columbia
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Graduation Date |
2013-11
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Campus | |
Scholarly Level |
Graduate
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Rights URI | |
Aggregated Source Repository |
DSpace
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Item Media
Item Citations and Data
Rights
Attribution-NonCommercial-NoDerivatives 4.0 International