Abstract

This paper discusses traditional vampire tropes as a tool for innovation and novel experiences in the history of video games. A selection of games and vampires will be analysed in terms of gameplay and storytelling elements to show how the rich mythology and folklore that characterises these liminal beings can be successfully employed in a variety of settings and contexts. We draw on examples from the early days of video games with titles like “Dracula” (Imagic for Intellivision, 1982) set in a virtual London and evoking European folklore, to the rich possibilities offered by “Vampire the Masquerade: Bloodlines” (Activision for PC, 2004) which conjures up the sub-tropical New Orleans vampire tradition, and then turn to the latest experimental games using the example of “Tainted” (ITE/NUS for PC, 2016), which taps into the rich Pontianak vampire-ghost myths of the Malay Archipelago. Different experiences will be discussed via explanatory lenses – such as Labov’s (1972, 1997) narrative analysis and the AGE/6-11 framework (Dillon, 2010, 2016) – to gain insights into how to build compelling myth-based narrative in games in original and surprising ways. The paper also analyses how specific vampire myths reflect socio-cultural issues of particular times and places. Thus, every telling of such myths – whether though oral tales, novels, cinema, or video games – brings the myth alive to engage with liminal or repressed aspects of a society.

Highlights

  • This paper discusses traditional vampire tropes as a tool for innovation and novel experiences in the history of video games

  • We will have a chance to better understand how traditional vampire tropes based in mythology and folklore can be used in innovative ways and, in doing so, have an opportunity to link together well-established gaming storytelling analysis methods with more experimental game analysis tools

  • In the second case study, we shift our focus to narratology to point out how the in-game narrative can shape a gameplay related to myths as well as real world problems, and here we explore the sub-tropical New Orleans vampire genre

Read more

Summary

Introduction

This paper discusses traditional vampire tropes as a tool for innovation and novel experiences in the history of video games.

Results
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call