Abstract

The author of the article focuses on the specifics of the text in Disco Elysium as one of the gameplay components. The dialogue with the virtual environment determines the peculiarity of this type of computer game. The work, which was the result of many years of work of developers, has become a synthetic genre in which interactive literature, CRPG and virtual book-games interact on equal terms. The polyphonic narrative plays a key role in this space. It is formed not only by the game itself, its plot and stories, but also by the player's internal dialogue with himself. The game as a medium, combining interactivity and text, demonstrates an unusual approach to the modern vision of not only the CRPG genre, but also the game as an art form. The multi-level narrative of Disco Elysium as a synthesis of game mechanics and in-game story, combined with the relevance of the topics covered by the game scenario, creates a deep and immersive work, one of the features of which is replay value. It becomes possible thanks to a wide freedom of choice and a variety of options for passing the story, each of which is unique in its own way. Taken together, Disco Elysium is a postmodern text that draws the reader into the story from different angles. The research task of the work is to analyze the features of the dialogue and polyphonic narration in the in-game text.

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