Abstract

When Katie Greenbrier (<em>Gone Home</em>, 2013) and Edith Finch (<em>What Remains of Edith Finch</em>, 2017) return to their family homes, they are confronted with the frailty and fallibility of their parents. Photo albums they were never meant to find, letters they were not supposed to read, and receipts that tell uncomfortable stories reveal to the teen protagonists the secret, and sometimes sordid, lives that their parents have kept hidden from them. In this article, I argue that the ‘exploration’ game mechanic in both of these texts equates the strategic need to examine a puzzle from multiple angles with a cumulative sense of wholistic, interpersonal understanding required for successfully challenging adult hegemony and bringing about intergenerational reconciliation. I posit that these games present cross-generational empathy not as an end-state to attain, but as a ludic skill that precipitates action, meaningful consequence, and structural change. In other words, these video games connect empathy to agency, positioning it as a tool for problem-solving, sense-making, and intervention. This article responds directly to Bonnie Ruberg’s call to “end the reign of empathy” in the critical and commercial discourses surrounding video games, and follows her precedent of unpacking the ambivalence and complexities of ‘playing-at-empathising’ in order to identify counter-normative models of connection and intersubjectivity present in these texts.

Highlights

  • Two teenaged girls, Katie Greenbrier and Edith Finch, return to their respective family homes after long absences

  • Katie and Edith are the player-characters in two young adult video games: Gone Home released in 2013, and What Remains of Edith Finch released in 2017

  • Gone Home and What Remains of Edith Finch are just two examples drawn from a growing medium-specific corpus of kindred games that explore the lives of young adults through intimate, interpersonal narratives that are shaped by player decisions

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Summary

INTRODUCTION

Katie Greenbrier and Edith Finch, return to their respective family homes after long absences. Gone Home and What Remains of Edith Finch are just two examples drawn from a growing medium-specific corpus of kindred games that explore the lives of young adults through intimate, interpersonal narratives that are shaped by player decisions Recent games in this category include the Life is Strange series (2015-2019), Oxenfree (2016), Night in the Woods (2017), Gris (2018), Florence (2018), Marie’s Room (2018), Tell Me Why (2020) and the forthcoming Goodbye Volcano High (2021). It is a widely held view that ludic media are most suited to action-oriented, fast-paced, plot-driven experiences with epic but shallow narratives, featuring “[p]rotagonists with a few memorable qualities, agonistic in their inclinations to solve problems through external action rather than internal angst” (Burn 411) These games challenge this generalisation: with their domestic, intimate themes and meditative, reflective moods, they demonstrate that rule-based systems and digital interactions can express quiet, inward mental processes and the subtle nuances of social relationships in profound, moving, and poetic ways. These games do not present empathising as a virtuous endstate to attain, but rather as an amoral skill to be honed in order to take moral action

LUDIC EMPATHY
EXPLORING THE NARRATIVE ARCHITECTURE
ELICITING JUDGEMENT
CONCLUSION
Secondary Texts
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