Spojrzenie androida. Analiza diegetycznego interfejsu w grze NieR: Automata

Autor

  • Magdalena Kozyra Uniwersytet Jagielloński

DOI:

https://doi.org/10.26881/pan.2020.24.05

Słowa kluczowe:

video games, NieR: Automata, interface, diegetic interface, glitch

Abstrakt

The aim of this article is to show how the user interface in video game NieR: Automata (N:A) is used as a narrative device. The author analyzes how the title tells a complex story through unconventional usages of different medium’s ele­ments, often perceived as invisible tools. Presenting the story from the perspec­tive of three androids, the game uses interface and system settings for narrative purposes and at the same time they are used to propose a look at a posthuman experience. The author claims that through glitches and other system’s flaws N:A naturalizes a mediated interface and allows the player to more intensively experience the story.

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Bibliografia

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Galloway, A.R. (2006). Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press.

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Gualeni, S. (2019). On the De-Familiarizing and Re-ontologizing Effects of Glitches and Glitch-Alikes. W: Proceeding of DiGRA 2019 Conference, http://www.digra.org/wp-con¬tent/uploads/digital-library/DiGRA_2019_paper_20.pdf (dostęp: 05.01.2021).

Jaćević, M. (2017). ‘This. Cannot. Continue.’ – Ludoethical Tension in NieR: Automata. W: Proceedings of The Philosophy of Computer Games 2017 Conference, https://gamephilo-sophy2017.files.wordpress.com/2017/11/jacevic_pocg2017.pdf (dostęp: 30.05.2020).

Janik, J. (2017). Glitched Perception: beyond the Transparency and Visibility of the Video Game Object, Transmissions: The Journal of Film and Media Studies, Vol. 2, No. 2.

Jørgensen, K. (2014). Gameworld Interfaces. Cambridge: The MIT Press.

Kubiński, P. (2016). Gry wideo: Zarys poetyki. Kraków: Universitas.

Ludografia:

Deus ex: Bunt ludzkości (2011, Eidos-Montreal).

NieR: Automata (2017, Platinum Games).

Pobrania

Opublikowane

2020-11-23

Jak cytować

Kozyra, M. (2020). Spojrzenie androida. Analiza diegetycznego interfejsu w grze NieR: Automata. Panoptikum, (24), 56–67. https://doi.org/10.26881/pan.2020.24.05