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CULTS IN LINEAR VIDEO GAMES FROM A NARRATIVE PERSPECTIVE

Özden, Ufuk (2024)

 
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Özden, Ufuk
2024
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024051411550
Tiivistelmä
This thesis research aimed to analyse the narrative structure of linear video games that featured a setting where the players encountered a cult. The main question this research aimed to answer was how linear video games used cults when building their narrative structure.
The research covered a range of side topics for a more comprehensive understanding of the matter. Said topics were addressed to answer the following questions: “Are there any similarities between the story arcs of analysed video games that feature a cult-like organisation?” and “What is the relation between the player character and the cult-like organisation?”.
A comprehensive literature review was done to understand the structure of cults. Steven Hassan’s BITE methodology was reviewed and used as a framework for analysing the control methods adopted by the cults in selected games. Various story structures and narrative elements were reviewed and explained before the analysis.
A qualitative comparative analysis was done to analyse the narrative structure of two linear video games. The selected games were Outlast 2 and Resident Evil 4 Remake. The analysis was limited to a narratologist approach due to the limited scope of the research and the reasons explained in the corresponding chapters. The games were analysed for their plot, story structure, control methods of the cults based on the BITE model, and finally the interaction between the player character and the cult.
The analysis indicated that linear video games that portrayed a cult did not feature any specific gameplay mechanics as the cult’s impact on the game was found to be limited to the narrative. The plots displayed similarities in terms of their incident incidents and initial introduction to the cult’s presence. Low-ranking cult followers were found to serve as violent enemies who are devoid of free will or any concerns for their own well-being. BITE model was found to provide a sufficient framework for the cults’ control methods over their followers.
Keywords: video games, narrative design, cults, narrative, BITE model
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