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Its evidence is textual analysis of the game's narrative and mechanics.
This paper reads Slay the Princess, a Ren'Py horror visual novel from Black Tabby Games, through Lacanian psychoanalytic theory. Its central thesis is that the game's narrative layers function as spatialised metaphors of psychic activity, and that the repeated deaths and reincarnations of the Hero and Princess dramatise the encounter of psychological forces rather than a simple fairy-tale conflict. The author argues that Lacan's theory of the subject, particularly the Real, Symbolic, and Imaginary registers, offers the most productive way to map the game's character relations and its metaphysics of life, death, and desire.
The analysis advances several specific claims. The Pristine Blade is interpreted as a symbolic phallus and a point de capiton, a master-signifier anchoring the player's agency around which the game's structure turns. The Construct is identified as Imaginary, revealed through the player's visit to the Spaces Between and the Mirror, while the Narrator and user interface supply the Symbolic layer and moments such as the End of Everything section and the deliberately jarring "crash to desktop" mark intrusions of the Real. The three-way engagement among the player's subjectivity, the Narrator's authorial position, and the Princesses' Otherness is described as a Borromean knot, with the Shifting Mound and the Long Quiet representing competing divine projections of desire and agency.
The paper situates its method within the limited but growing application of psychoanalysis to game studies, drawing on prior work by Voorhees, Suduiko, Petry and Petry, and Nicoll, whose concept of an "unconscious drive to fail" in play is treated as a foundation. The author acknowledges the notorious difficulty of Lacan's prose and frames interpretation as an exploratory traversal of his texts through secondary scholarship. The work is a theoretical close reading of a single title rather than an empirical study, with no survey data or sample; its evidence consists of textual analysis of the game's narrative and mechanics.
Game Developers Conference · 2016