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Translating living, variable folklore into rule-based systems introduces structural and ethical tensions. Tradition managed or staged for external consumption can become stabilised as heritage.
This paper examines how digital games represent folklore and cultural heritage, arguing that the translation of living, variable cultural processes into codified, rule-based systems introduces structural and ethical tensions. Drawing on titles such as Never Alone, Black Book, Skábma, and Mundaun, the work frames these tensions around a central contradiction: when tradition is codified, managed, or staged for external consumption, it risks becoming heritage in a sense that stabilises what was fluid. The study positions itself at the intersection of folklore studies, heritage research, and game design, and asks what structural and ethical constraints emerge when folklore is represented in games and how those constraints shape design decisions.
The research draws on four conceptual frameworks: cultural presence, folk mechanics, digital folklore, and mnemonic hegemony. Together these support "playable folklore" as a lens that treats games not as display cases for heritage but as cultural systems in which traditions may be selected, stabilised, transformed, and contested. The paper critiques prior virtual heritage scholarship for focusing on accuracy and reconstruction rather than on folklore as a variable process, and notes that digital folklore research has rarely engaged with the specific constraints of game systems.
Methodologically, the project combines critical theoretical analysis with exploratory design work on an independent game based on Hungarian folklore. Rather than evaluating a finished prototype, it examines design traces, including identified folkloric logics, early mechanic outlines, visual concept materials, and reflective notes, focusing on decision points where cultural material is translated into rules, interaction, and visual identity, or deliberately left unimplemented.
The anticipated contributions are threefold: a design-oriented critical analysis of how folklore may inform mechanics while altering or omitting cultural elements; a bridge between theory and the practical constraints of small-team development; and an account of how mnemonic pressures, commodification, and production constraints shape ethical decisions. The paper concludes that while the dynamic nature of folklore cannot be fully replicated in codified systems, design may engage it critically by foregrounding variation, player agency, negotiation, and systemic openness.
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University of Malta · 2019