2018
DOI: 10.3390/arts7040076
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A Redneck Head on a Nazi Body. Subversive Ludo-Narrative Strategies in Wolfenstein II: The New Colossus

Abstract: This article argues that Wolfenstein: The New Colossus, a AAA First-Person Shooter, is not only politically themed, but presents in itself a critical engagement with the politics of its genre and its player base. Developed at the height of #Gamergate, the game is interpreted as a response to reactionary discourses about gender and ability in both mainstream games and the hardcore gamer community. The New Colossus replaces affirmation of masculine empowerment with intersectional ambiguities, foregrounding disco… Show more

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Cited by 7 publications
(3 citation statements)
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References 26 publications
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“…Such cases have been termed ludo-narrative dissonance (Hocking, 2007) and it has long been an accepted truth in game design that, for the sake of consistency, such cases should be avoided. However, recently scholars have pointed to the artistic potentials of tensions between narrative and rules that can have estranging and therefore engaging implications for players and audiences of gameplay (Murphy, 2016; Backe, 2018; Grabarczyk & Walther, 2022). Such possible tensions can be an important area of inquiry when preparing game-based teaching sessions.…”
Section: Theory and Methodsmentioning
confidence: 99%
“…Such cases have been termed ludo-narrative dissonance (Hocking, 2007) and it has long been an accepted truth in game design that, for the sake of consistency, such cases should be avoided. However, recently scholars have pointed to the artistic potentials of tensions between narrative and rules that can have estranging and therefore engaging implications for players and audiences of gameplay (Murphy, 2016; Backe, 2018; Grabarczyk & Walther, 2022). Such possible tensions can be an important area of inquiry when preparing game-based teaching sessions.…”
Section: Theory and Methodsmentioning
confidence: 99%
“…The other mode is where the player has too much power over the destiny of the character. The point is that this complex asynchroneity which sparks the player's reflection is not reducible to a design-centric 'within' (meaning it cannot readily be devised and 'fixed'); but rather it emerges as a result of the dissonant ludo-narrational architecture, and maybe even to the point where the game "presents in itself a critical engagement with the politics of its genre", as commented by Hans-Joachim Backe on a different game but in a similar context (Backe 2018). Thus, the outcome of LND moves beyond mere design, and the effect is, as we shall look into in Section 4, constituted by the 'Shouters' of games, proxies of guidance and misguidance.…”
Section: What Causes Ludo-narrative Dissonances?mentioning
confidence: 99%
“…Finally, Backe (2018) explores Machine Games' Wolfenstein II: The New Colossus through Bakhtin's notions of the carnivalesque and grotesque along with Haraway's cyborg. The game recapitulates the anti-fascist aesthetics of preceding Wolfenstein games, but in shifting its setting to an alternate reality mid-century United States, intensifies the politics of resistance with intersectional dynamics including themes of race, ability and gender.…”
mentioning
confidence: 99%