Video Game Fictions: A Dual-Work View

Authors

  • Karim Nader UT Austin Philosophy

DOI:

https://doi.org/10.5617/jpg.9230

Abstract

Video games fictions are interactive: some of the content is set by the game designer and some is set by the player. However, philosophers disagree over how this interaction is reflected within the fictional content of video games. First, I will show that games and playthroughs are two distinct works of fiction with their associated fictional content. Second, I argue that players engage with both fictional works when playing a video game. They imagine the fictional truths associated with the game and those associated with their playthrough. Thus, I defend what I will call a Dual-Work View of our engagement with video game fictions. To do so, I show that games have accessible fictional content, that games are distinctively incomplete fictions, and that players engage with this distinctive incompleteness. My goal is to offer a clear account of the fictional content of video games.

References

Games

Naughty Dog (20130). The Last of Us.

BioWare (2013). Mass Effect 3.

Rockstar Games (2001). Grand Theft Auto III.

Valve Corporation (2011). Portal 2.

Square Enix (1997). Final Fantasy VII.

References

Aarseth, E. J. (1997). Cybertext: Perspectives on Ergodic Literature. JHU Press.

Hogenbirk, Hugo Dirk, Marries van de Hoef, and John-Jules Charles Meyer. 2018. “Clarifying Incoherence in Games.” Journal of the Philosophy of Games 1 (1). https://doi.org/10.5617/jpg.2653.

Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press.

Meskin, Aaron, and Jon Robson. 2012. “Fiction and Fictional Worlds in Videogames.” In The Phi-losophy of Computer Games, edited by John Richard Sageng, Hallvard Fossheim, and Tarjei Mandt Larsen, 7:201–17. Philosophy of Engineering and Technology. Dordrecht: Springer Netherlands. https://doi.org/10.1007/978-94-007-4249-9_14.

Nguyen, C. Thi. 2019. “Games and the Art of Agency.” The Philosophical Review 128 (4): 423–62. https://doi.org/10.1215/00318108-7697863.

Ricksand, Martin. 2020. “Walton, Truth in Fiction, and Video Games: A Rejoinder to Willis.” The Journal of Aesthetics and Art Criticism 78 (1): 101–5. https://doi.org/10.1111/jaac.12707.

Suduiko, Aaron Graham. 2018. “The Role of the Player in Video-Game Fictions.” Journal of the Philosophy of Games 1 (1). https://doi.org/10.5617/jpg.4799.

Tavinor, Grant. 2005. “Videogames and Interactive Fiction.” Philosophy and Literature 29 (1): 24–40. https://doi.org/10.1353/phl.2005.0015.

———. 2009. The Art of Videogames. New Directions in Aesthetics 10. Malden, MA: Wiley-Blackwell.

Walton, Kendall L. 1990. Mimesis as Make-Believe: On the Foundations of the Representational Arts. Cambridge, Mass.: Harvard University Press.

Wildman, Nathan, and Richard Woodward. 2018. “Interactivity, Fictionality, and Incompleteness.” In The Aesthetics of Videogames, edited by Grant Tavinor and Jon Robson. Routledge.

Willis, Marissa. 2020. “The Importance of the Playthrough: A Response to Ricksand.” The Journal of Aesthetics and Art Criticism 78 (1): 105–8. https://doi.org/10.1111/jaac.12691.

Willis, Marissa D. 2019. “Choose Your Own Adventure: Examining the Fictional Content of Video Games as Interactive Fictions.” The Journal of Aesthetics and Art Criticism 77 (1): 43–53. https://doi.org/10.1111/jaac.12605.

Downloads

Published

2022-12-31