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DiGRA
The paper analyzes Inscryption, a 2020 game by Daniel Mullins Games, and how it blends genres and media.
This paper analyzes how the video game Inscryption redefines genre limits through its use of intermediality and genre-blending, extending its narrative beyond the in-game universe. The central thesis is that Inscryption employs remediation and transmedia storytelling to create a complex, lasting horror experience that necessitates communal player engagement to fully uncover its lore. The analysis draws heavily on the theoretical framework established by the postmodern novel House of Leaves for understanding remediation and intertextuality, and also references predecessor horror games like Eternal Darkness for their fourth-wall-breaking elements.
The methodology involves a mixed-methods approach combining content and rhetorical analysis from media studies with close reading from literary criticism. The paper categorizes and synthesizes Inscryption's mechanics and gameplay elements based on what is immediately apparent, what becomes clear through multiple playthroughs, and what is hidden within the game's code. This approach aims to interpret their impact on the overall narrative and lore, proposing that the game's true horror and complex story are revealed through these layers.
The scope of the analysis focuses specifically on Inscryption (Daniel Mullins Games 2020), with comparisons to other titles by the same developer, particularly Pony Island (2016), to illustrate how the developer consistently breaks established genre limitations. The paper argues that Inscryption's genre-blending encourages communal "pathfinding" among players, extending the game's narrative and lore through online fan communities that integrate elements from the developer's other games. This collective production of lore is presented as a distinctive way Inscryption transcends traditional game series structures.
DiGRA · 2026