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DiGRA
Daniel Vella's paper proposes a typology of "ludic subject-positions," the modes through which digital games establish an "I-in-the-gameworld" for the player. Drawing on phenomenological theory from Sartre and Merleau-Ponty, and critiquing existing frameworks such as point of view, point of action, and Wilhelmsson's "Game Ego" as insufficiently rigorous, Vella argues that the ludic subject-position is an experiential Gestalt built from several interacting formal mechanisms. The embodied subject-position, in his account, is structured by four linked aspects: spatial standpoint, capabilities, goal-orientation, and passion.
The typology distinguishes embodied from transcendent positions and identifies five variants: singular embodied, multiple embodied, distributed, semi-transcendent, and pure transcendent. Singular embodiment, the most common form, is illustrated by games such as Tomb Raider and Pac-Man. Multiple embodiment, exemplified by squad-based titles such as Valkyria Chronicles, decentres the player's sense of possibility through awareness of other figures' capabilities, while distributed embodiment, as in party-based RPGs like Baldur's Gate, abandons a single embodied standpoint in favor of a compound instrumental complex. Each embodied mode progressively weakens the player's incorporation into a unified body schema, and a "privileged figure" whose death ends the game may appear in the multiple and distributed modes.
Transcendent subjectivity is characterized by direct action upon the gameworld without a spatial origo. Semi-transcendent forms combine controllable figures with direct world-acting, as in FTL and Warcraft II, while pure transcendent forms, as in SimCity and Black & White, lack playable figures altogether. Vella argues that the pure transcendent mode reveals a non-embodied instrumental complex with a spatiality distinct from embodied consciousness. The paper's scope is theoretical and examples are drawn from a broad range of commercial digital games, with its grounding evident in the phenomenological and game-studies literature it engages.
DiGRA · 2019