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DiGRA
In Shenmue II, a marble bust of a villain turns out to be the same scaled and retextured 3D model used for the character himself.
This paper examines moments in videogames that deliberately undercut their own fictions by presenting characters as inert digital objects rather than lifelike agents. Its central argument is that such recontextualisations, in which character models appear as statues, toys, sculptures, or museum exhibits, produce a distinctive pleasure that can be understood through theories of comedy, the ontology of digital objects, and the cultural status of games. The author draws on close readings of specific titles, most prominently Shenmue II, where a marble bust of a villain turns out to be the same scaled and retextured 3D model used for the character himself.
The analysis proposes that such moments do more than mock players who mistake digital puppets for living people, as Bergson's theory of laughter might suggest. They also mediate broader anxieties about whether games are commodified playthings or serious artworks, about the precarious and deskilled nature of game development labour as yesterday's cutting-edge assets age into obsolescence, and about the costs of pursuing photorealism. Drawing on Jacob Gaboury's account of computer graphics and object-oriented programming, the paper argues that character models in games exist in a database-like state, closer to items in a collector's cabinet than to dynamic bodies, and that surfacing this logic opens certain pleasures, such as aesthetic appreciation and voyeuristic scrutiny, while potentially compromising others.
The study is qualitative and theoretical rather than empirical, relying on textual and visual analysis of a small number of games from the early 2000s and a set of comparative examples, including Resident Evil 4, Metal Gear Solid 2, Nier, and Data Mutations. It does not present survey data, statistics, or a defined sample, and its scope is therefore interpretive: it offers a framework for understanding self-reflexive humour in game design rather than measuring its prevalence across the industry.
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Metal Gear SolidGame · Konami Computer Entertainment Japan · 1998 · 41 documentsEach row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
DiGRA · 2026
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