Game ou superromance?

sobre jogar e ler games-romance gigantescos

Authors

  • Espen Aarseth City University of Hong Kong
  • Nicolau Spadoni Cornell University

DOI:

https://doi.org/10.33871/19805071.2024.31.2.9909

Keywords:

Romance, Videogames, Teoria do romance, Game studies, Teoria literária

Abstract

For half a century, digital machines have lent their computational power to mediate text-based, diegetic worlds, in the shape of software that we call games, video games, or sometimes interactive fiction. Perhaps the first such was Gregory Yob’s simple labyrinth-monster game Hunt the Wumpus (1973), but ever since then the games (if that is what they should be called) have become larger and far more complex, and, in recent decades, a single such work can contain more text than, say, Shakespeare’s collected plays. Given this massive textual content, as well as the often experimental and innovative nature of these works, they can also be considered a new form of novel; a kind of text that has much more in common with literature than with other digital games such as Candy Crush Saga, Age of Empires, or Counter-Strike. In these ‘games,’ we find complex characters, difficult ethical choices (left to the player), imaginative landscapes and mythologies, and thousands if not millions of lines of carefully crafted prose. Teams of writers work collectively to stitch these textual universes together, under production conditions that might remind us of multi-season TV series, but which are structured and consumed very differently – in fact, more like literature than TV. The claim made in this article is that the perspective of the novel (or supernovel) is a productive one for understanding the nature of these artistic works of ludic software. Should they be considered Literature? Through a discussion of the notions of literature, novel, and fiction, and through a close ludic reading of Fallout: New Vegas (2010), I will argue that these textual games are in fact Literature, a new kind of novelistic genre, and discuss the wider cultural implications of this assessment.

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Author Biography

Nicolau Spadoni, Cornell University

Graduado e Mestre em Filosofia pela Universidade de São Paulo (USP), cursa atualmente Doutorado no programa de German Studies na Cornell University, Apresenta o podcast Joystick Philosophy junto a Guilherme Foscolo, em que entrevistam renomados acadêmicos das mais distintas vertentes de Videogame Studies. É tradutor, tendo publicado traduções para o português de Crowds: Das Stadion als Ritual von Intensität e Denk-Ereignisse: Sechzehn Intellektuelle im Portrait, ambos de Hans Ulrich Gumbrecht, além de O capital e a lógica de Hegel: Dialética marxiana, dialética hegeliana, de Ruy Fausto (em coautoria com Paulo Amaral), todas publicadas pela Editora Unesp.

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Published

2024-12-18

How to Cite

AARSETH, Espen; SPADONI, Nicolau. Game ou superromance? : sobre jogar e ler games-romance gigantescos. Revista Cientí­fica/FAP, Curitiba, v. 31, n. 2, p. 272–289, 2024. DOI: 10.33871/19805071.2024.31.2.9909. Disponível em: https://periodicos.unespar.edu.br/revistacientifica/article/view/9909. Acesso em: 22 dec. 2024.