Przekraczając horyzont inności: narracja drugoosobowa w fabularnych grach cyfrowych jako problem biopolityczny
DOI:
https://doi.org/10.26485/ZRL/2022/65.4/6Słowa kluczowe:
second person narrative, You turn, digital games, narratology, game studiesAbstrakt
This article focuses on an analysis of the function of the second-person narrative in digital fictional games. It combines two research fields: game narratology and biopolitical philosophy. The article begins with a brief discussion of the assumed understanding of the second-person narrative and the second person address in the latest research by Astrid Ensslin and Alice Bell. Then, through selected examples of games, situations of using a second-person narrative are presented in two formulas: in the case of Disco Elysium crossing the horizon of otherness is explored, and in the case of The Stanley Parable and Control a hostile takeover is discussed. The theoretical framework for the discussed issues is a biopolitical reflection on the construction of a modern subject through the thought of Michel Foucault and the relationship of the individual to the community in the philosophy of Roberto Esposito. In the text, the latest research on the cooperative, enactive nature of the second-person narrative is referred to, and the game studies research on the biopolitics of avatars. Therefore, the narrative theory is combined with the issues of contemporary reflection on the limits of subjectivity in digital games. The thesis being put forward here is that the second-person narrative in the perspective of crossing the horizon of otherness makes it possible to negate the neoliberal patterns of subjectivity constructed in games, because it requires empathy, cooperation with another subject, recognition of the boundaries set by another. On the other hand, the perspective of hostile takeover reveals situations of abusing the subjectivity of another or a player, which results from the creation of a narrative situation indicating a lack of respect for personal boundaries. Therefore, the second-person narrative is interpreted here in digital games as one of the problems of contemporary reflection on the biopolitical dimension of subjectivity in games.
Artykuł powstał w ramach projektu NCN OPUS 22 nr 2021/43/B/HS2/01017 pod tytułem Mapowanie growej biopolityki: paradygmaty immunologiczne w grach cyfrowych.
Liczba pobrań
Bibliografia
K Marin (2013), The Bureau: XCOM Declassified, 2K Games, PC.
Aarseth Espen (2014), I Fought the Law: Transgressive Play and the Implied Player [w:] From Literature to Cultural Literacy, red. N. Segal, D. Koleva, Palgrave Macmillan, Londyn.
Alber Jan (2021), Unnatural Narrative [w:] The living handbook of narratology, red. P. Hühn, J.C. Meister, J. Pier, W. Schmid, Hamburg University Press, Hamburg.
Apperley Thomas, Clemens Justin (2016), The biopolitics of gaming: avatar-player self-reflexivity in Assassin’s Creed II [w:] The play versus story divide in game studies: Critical essays, red. M.W. Kapell, McFarland, Jefferson, Karolina Północna.
Bandai Namco Europe S.A.S (2022), Elden Ring Official Website, en.bandainamcoent.eu/elden-ring/elden-ring [dostęp: 21.06.2022].
Bell Alice, Ensslin Astrid (2011), “I know what it was. You know what it was”: Second-Person Narration in Hypertext Fiction, „Narrative” nr 19(3).
Colthup Heidi (2018), ‘You Were all the World Like a Beach to me’. The Use of Second Person Address to Create Multiple Storyworlds in Literary Video Games: ‘Dear Esther’, a Case Study, „International Journal of Transmedia Literacy” nr 4.
DelConte Matt (2003), Why You Can’t Speak: Second-Person Narration, Voice, and a New Model for Understanding Narrative, „Style” nr 37(2).
Dyer-Witheford Nick, Peuter Greig de (2019), Gry imperium: Globalny kapitalizm i gry wideo, przeł. A. Zabielski, K. Abriszewski, P. Gąska, Wydawnictwo Naukowe Uniwersytetu Mikołaja Kopernika, Toruń.
Ensslin Astrid (2015), Video Games as Unnatural Narratives [w:] Diversity of play, red. M. Fuchs, meson press, Lüneburg.
Ensslin Astrid, Bell Alice (2021), Digital fiction and the unnatural: Transmedial narrative theory, method, and analysis, The Ohio State University Press, Columbus.
Esposito Roberto (2008), Bios: Biopolitics and philosophy, przeł. T. Campbell, University of Minnesota Press, Londyn.
Esposito Roberto (2015), Pojęcia polityczne: Wspólnota, immunizacja, biopolityka, przeł. M. Burzyk, K. Burzyk, M. Surma-Gawłowska, J. Ugniewska-Dobrzańska, M.K. Wrana, TAiWPN Universitas, Kraków.
Esposito Roberto (2017), Immunitas: The Protection and Negation of Life, przeł. Z. Hanafi, Polity, Cambridge.
Foucault Michel (2011), Narodziny biopolityki [wykłady w Collège de France 1978–1979], przeł. M. Herer, Wydawnictwo Naukowe PWN, Warszawa.
FromSoftware (2022), Elden Ring, Bandai Namco, PC.
Gualeni Stefano, Vella Daniel (2020), Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds, Springer International Publishing AG, Cham.
Janik Justyna (2021), Gra jako obiekt oporny: performatywny charakter relacji gracza i gry wideo, Wydawnictwo Uniwersytetu Jagiellońskiego, Kraków.
Kłosiński Michał (2018), Hermeneutyka gier wideo. Interpretacja, immersja, utopia, Instytut Badań Literackich PAN, Warszawa.
Kłosiński Michał (2021), The Object Gives Rise to Thought: Hermeneutics of Objects in Disco Elysium, „Baltic Screen Media Review” nr 9(1).
Kubiński Piotr (2016), Gry wideo: Zarys poetyki, TAiWPN Universitas, Kraków.
Linderoth Jonas, Mortensen Torill Elvira (2015), Dark Play. The Aesthetics of Controversial Playfulness [w:] The Dark Side of Game Play. Controversial Issues in Playful Environments, red. T.E. Mortensen, J. Linderoth, A. Brown, Routledge, Nowy Jork, Londyn.
Maj Krzysztof (2019), Światotwórstwo w fantastyce: Od przedstawienia do zamieszkiwania, TAiWPN Universitas, Kraków.
Mckeown Conor (2021), “What kind of cop are you?”: Disco Elysium ’s Technologies of the Self within the Posthuman Multiverse, „Baltic Screen Media Review” nr 9(1).
Melnic Diana Peterifi (2018), Playing beyond oneself: an application of cognitive narratology in the study of digital games, „The Annals of Ovidius University of Constanta: Philology series” nr 29(2).
Möring Sebastian, Leino Olli (2016), Beyond games as political education — neo-liberalism in the contemporary computer game form, „Journal of Gaming & Virtual Worlds” nr 8(2).
Rembowska-Płuciennik Magdalena (2018), Second-person narration as a joint action, „Language and Literature: International Journal of Stylistics” nr 27(3).
Rembowska-Płuciennik Magdalena (2022), Enactive, Interactive, Social—New Contexts for Reading Second-Person Narration, „Narrative” nr 30(1).
Remedy Entertainment (2019), Control, 505 Games, PC.
Ricoeur Paul (2003), O sobie samym jako innym, przeł. B. Chełstowski, Wydawnictwo Naukowe PWN, Warszawa.
Rose Nikolas (2011), Polityka życia samego, przeł. A. Kowalczyk, M. Szlinder, „Praktyka Teoretyczna” nr 3.
Schechner Richard (2006), Performatyka: Wstęp, przeł. T. Kubikowski, Ośrodek Badań Twórczości Jerzego Grotowskiego i Poszukiwań Teatralno-Kulturowych, Wrocław.
Sicart Miguel (2015), Darkly Playing Others [w:] The Dark Side of Game Play. Controversial Issues in Playful Environments, red. T.E. Mortensen, J. Linderoth, A. Brown, Routledge, Nowy Jork, Londyn.
Vella Daniel (2015), The Ludic Subject and the Ludic Self: Analyzing the ‘Iin-the-Gameworld’, IT University of Kopenhagen, Kopenhaga.
Vella Daniel, Cielecka Magdalena (2021), “You Won’t Even Know Who You Are Anymore”: Bakhtinian Polyphony and the Challenge to the Ludic Subject in Disco Elysium, „Baltic Screen Media Review” nr 9(1).
Wake Paul (2016), Life and Death in the Second Person: Identification, Empathy, and Antipathy in the Adventure Gamebook, „Narrative” nr 24(2).
Walker Jill (2001), Do you think you’re part of this? Digital texts and the second person address [w:] Cybertext Yerbook 2000, red. R. Koskimaa, M. Eskelinen, University of Jyväskylä, Jyväskylä.
Warmbier Adriana (2015), Spór o pojęcie intersubiektywności. Transcendentalizm etyczny a podmiotowa treść doświadczenia, „Kwartalnik Filozoficzny” nr 4.
Warmbier Adriana (2018), Tożsamość, narracja i hermeneutyka siebie. Paula Ricoeura filozofia człowieka, TAiWPN Universitas, Kraków.
Wreden Davey, Pugh William (2013), The Stanley Parable, Galactic Cafe, PC.
Wreden Davey, Pugh William (2022), The Stanley Parable: Ultra Deluxe, Crows Crows Crows, PC.
ZA/UM (2019), Disco Elysium, ZA/UM, PC.
Zarzycka Agata (2017), „Czy ja tak brzmię?” Autokreacja i immunizacja w serii Mass Effect, „Teksty Drugie” nr 3.