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This page is going to discuss self-reflexivity in video games, that is the process of a medium reflecting on itself as a medium.<ref>Brian Young: Cinematic Reflexivity: Postmodernism and the Contemporary Metafilm.</ref> However since this is a vast topic, only certain aspects of it can be covered with the option to add more in the future.
This page is going to discuss three major aspects of self-reflexivity in video games, that is the process of a medium reflecting on itself as a medium.<ref> Brian Young: Cinematic Reflexivity:
Postmodernism and the Contemporary Metafilm.</ref>
 
==Introduction==
==Introduction==
Self-reflexivity is considered a token trait of postmodern games . While there are multiple examples of video games employing self-reflexivity and metacommentary as a part of their core narrative (e.g.: ''The Stanley Parable'', 2013) this article will mostly focus on three games in which self-reflexivity about different aspects of the medium can be found. That being self-reflection about the games genre using the example of ''Undertale'' (2015), self-reflection about free will and player choices using ''Deltarune'' (2018) and self-reflection on videogames themselves using ''Pony Island'' (2016) as an example.
Self-reflexivity is considered a token trait of postmodern games.<ref>https://aquila.usm.edu/cgi/viewcontent.cgi?article=1473&context=honors_theses</ref> While there are multiple examples of video games employing self-reflexivity and metacommentary as a part of their core narrative (e.g.: ''The Stanley Parable'', 2013) this article will mostly focus on games in which self-reflexivity about different aspects of the medium can be found.
 
==Main Part==
==Main Part==
 
===Self-Reflection on Game-Genre===
=== Self-Reflection on Game-Genre ===
===Self-Reflection on Free Will in Games===
As an Indie-Game Undertale questioned the entire concept of the Role-Playing Game Genre. While also employing elements of player choices and morality into the game-mechanics and the narrative, Undertale significantly changed the formula of the Role-Playing Game through its combat system. The classic turn-based RPGs that Undertale drew inspiration from usually allowed players to choose between a set of four different actions, traditionally attacking, using magic, using items or running away. Would the player choose not to engage in combat however, progress would be halted as defeating enemies would usually grant the player experience points (EXP) needed to level up in order to pass later passages of the game. Undertale however does not need the player to defeat enemies to allow progressing through the game as it firstly, relies completely on the players skilled use of the game mechanics and, for this article most importantly, in its narrative completely rejects the established formula and tropes.
Discussions of free will have been a recurring topic in the field of game studies, especially with the emergence and use of AI in games, so it makes sense for games to lead a conversation about free will themselves.
 
===Self-Reflection on Games as a medium===
Let's start with explaining the game system. Instead of the four actions described above, the player is presented with the option to fight, act, use an item, or sparing the enemy by choosing "mercy". This is where the game majorly differs from usual RPGs as it presents the player with an option to spare their enemies, which in turn is a determinant for which ending the player achieves. By choosing to act the player has the option to engage with the enemy in a manner different from attacking it. The options available after choosing to act differ from enemy to enemy and after choosing the right action, or the right order of action, the enemies name will turn yellow signaling it can be now spared using the mercy options. The game's narrative seems to favor this method of action compared to combat as the character Toriel who introduces the player to the combat mechanics at the beginning of the game suggests to "strike up a friendly conversation".
 
As stated before, the game does not rely on the player gaining EXP through combat to get through the game, however that does not mean that the concept of EXP and Levels (LV as in the game) are completely absent or irrelevant, instead these concept are woven into the narrative of the game, being the deciding factor, for which ending the player will get.
 
=== Self-Reflection on Free Will in Games ===
<br />
 
=== Self-Reflection on Games as a medium ===
 
==Conclusion==
==Conclusion==
<br />
<br />
==Related Links/Research==
==Related Links/Research==
<references />
<references /><br />
[[Category:Research Approaches]]
[[Category:Research Approaches]]
[[Category:Young, Brian]]
[[Category:Young, Brian]]

Latest revision as of 14:38, 9 April 2020

This page is going to discuss self-reflexivity in video games, that is the process of a medium reflecting on itself as a medium.[1] However since this is a vast topic, only certain aspects of it can be covered with the option to add more in the future.

Introduction

Self-reflexivity is considered a token trait of postmodern games.[2] While there are multiple examples of video games employing self-reflexivity and metacommentary as a part of their core narrative (e.g.: The Stanley Parable, 2013) this article will mostly focus on games in which self-reflexivity about different aspects of the medium can be found.

Main Part

Self-Reflection on Game-Genre

Self-Reflection on Free Will in Games

Discussions of free will have been a recurring topic in the field of game studies, especially with the emergence and use of AI in games, so it makes sense for games to lead a conversation about free will themselves.

Self-Reflection on Games as a medium

Conclusion


Related Links/Research

  1. Brian Young: Cinematic Reflexivity: Postmodernism and the Contemporary Metafilm.
  2. https://aquila.usm.edu/cgi/viewcontent.cgi?article=1473&context=honors_theses


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