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Replay. The Polish Journal of Game Studies
The analysis explores the prevailing design paradigms in narrative-driven, single-player video games, which typically position the player as a powerful, rational, and highly capable protagonist. This dominant model relies on a linear logic of progress, where players are encouraged to optimize their performance and identify emotionally with their avatars. By applying Michel Foucault’s concept of "technologies of the self," the study argues that this identification serves as a mechanism for players to exert control and achieve mastery within a virtual environment, mirroring broader cultural narratives of individual agency and success.
The research identifies a counter-trend in contemporary game design that intentionally subverts these expectations. By analyzing titles such as Spec Ops: The Line, Heavy Rain, Actual Sunlight, and The Witcher series, the study demonstrates how developers use specific gameplay mechanics to strip players of control, force them into ethically uncomfortable positions, or present protagonists who are demonstrably irrational or psychologically compromised. These design choices challenge the assumption that interactivity must equate to total agency, instead using the medium to critique the very conventions of power and progress that define mainstream gaming.
Ultimately, the findings suggest that video games possess a unique expressive capacity to represent "weak subjectivity"—a state where characters are constrained by external forces, trauma, or internal instability. By problematizing the player’s identification with the avatar, these games move beyond traditional power fantasies to offer critical reflections on the nature of choice, morality, and the limitations of human control. This shift represents a significant evolution in narrative design, moving away from the standard hero’s journey toward more complex, introspective, and subversive storytelling.
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Replay. The Polish Journal of Game Studies · 2026
Press Start · 2019