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DiGRA
Scholars have tended to study the content and worlds of games rather than gameplay itself. The paper argues that gameplay can be shaped by local circumstances.
The document explores how gameplay in video games developed in "semi-peripheral" regions, particularly Central and Eastern Europe (CEE), can be influenced by local circumstances, challenging the notion that gameplay conventions are rigid external forms. The analysis focuses on three key areas: platforms, fighting mechanics, and the relationship with national memory culture, supported by existing research and an original analysis of the game Art Parable.
Regarding platforms, CEE developers often created their own game engines, leading to distinct visuals and physics compared to mainstream engines. The prevalence of personal computers over consoles in countries like the Czech Republic also fostered complex, stat-based gameplay and a drive for realism. This aspiration for realism is further evident in fighting mechanics, with games like Kingdom Come: Deliverance (set in 15th-century Bohemia) and Hellish Quart (led by a Polish developer) emphasizing accurate melee combat, with the latter drawing on Polish cultural elements like Sarmatism and saber-fighting.
The relationship between gameplay and national memory culture is a significant theme. While globalized game culture often celebrates victories, Polish games about national history frequently reference tragic losses (e.g., WWII, Warsaw Uprising). These games often attempt to reconcile this with conventional success narratives by focusing on smaller victories or omitting broader context. However, exceptions like This War of Mine demonstrate survival-oriented gameplay aligning with a less pronounced aspect of Polish memory culture, commemorating civilian war casualties. The analysis of Art Parable further illustrates how a game can offer a locally relevant satirical comment on the romanticization of history, specifically 19th-century Danish landscape paintings. The study acknowledges its limitations, primarily its European focus and lack of analysis of player experiences, suggesting future research could explore counter-hegemonic commemorative play in other regions.
Kingdom Come: DeliveranceGame · Warhorse Studios · 2018 · 62 documents
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