THE BIOPOLITICS OF THE COLOSSUS
Authors : Kerem Güman
Pages : 38-58
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Publication Date : 2022-10-29
Article Type : Other
Abstract :The dynamics of creating a narrative for videogames are varying mostly due to the commercial needs of the videogame market. Many of those that have similar repetitive dynamics dependent upon various hype mechanisms such as fan service are intended to keep the gamer population under the brand. There are but few of those narrative videogames try to be as original as they can, creating their own audience by introducing their own rules to the market. The objective of this paper is to question if a narrative of a videogame can define its own ludological aspects and in doing so what makes an interactive story a contemporary art piece beyond any commercial success by bringing the two worlds together. Literature review method has been used for this manuscript to gather supportive references for the discourse. After collecting enough info on the research subject, the videogame called Shadow of the Colossus (Team Ico, Bluepoint Games, Japan Studio. 2018) has been chosen as a sample.Keywords : Videogame market, Environmental issues, Paul-Michel Foucault, Contemporary art, Serious games