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The paper proposes a ludonarrative synergy model that sorts video game text into fictional-world content and mechanical play content.
Solska's paper proposes a ludonarrative synergy model for analyzing the textual material of role-playing video games, extending Galloway's distinction between diegetic and non-diegetic elements into a categorization of game text types. The central thesis holds that RPGs such as Divinity: Original Sin 2 contain a greater volume and variety of textual material than other genres, and that this multitextuality can be systematically classified by whether a text belongs to the fictional world (narrative and world-building) or to the mechanical framework of play (ludic and interface content). The model draws on text and discourse linguistics, natural language processing, and computational linguistics, and is implemented through a two-level Python-based method combining micro-level lexical and syntactic analysis with macro-level clustering.
The empirical test applies TF-IDF lexical analysis, syntactic n-gram extraction, and K-means clustering with k=2 to a corpus of Divinity: Original Sin 2 texts. The results show that the two categories exhibit distinct patterns. Diegetic texts are characterized by lore vocabulary such as "source," "divine," and "godwoken," along with narrative n-grams such as the banishment to the Void. Non-diegetic texts are marked by mechanics terminology including "damage," "level," "potion," and "turns," alongside ludic n-grams relating to statistics and abilities. The author concludes that these computational findings support the validity of the diegetic/non-diegetic categorization within the proposed model.
The scope of the study is focused on a single game, Divinity: Original Sin 2, and on the RPG genre as a representative case, with the analysis confined to its English-language in-game text. The work is situated within game studies and localization research, and its contribution lies in demonstrating how computational methods can operationalize theoretical categories for video game text analysis.
DiGRA · 2026