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Narrativa y Gameplay en Abyme en Firewatch

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Abstract

Firewatch (Campo Santo, 2016) es un videojuego con apariencia de aventura y misterio que pertenece al género denominado walking simulator. En estos videojuegos, el jugador explora un amplio espacio caminando, manipulando objetos y, en ocasiones, resolviendo acertijos simples. El entorno espacial, la estética y la música construyen una experiencia lúdica centrada en la experiencia emocional de los personajes dentro del desarrollo de una historia. Firewatch sigue las convenciones de este género y utiliza varias tramas cuyo objetivo no es componer un mosaico narrativo de personajes e historias, sino explicar, reforzar y clarificar la historia principal, la relación de Henry, el protagonista, con su esposa. El objetivo de este trabajo es explorar el funcionamiento de los niveles narrativo y lúdico de Firewatch aplicando una metodología analítica basada en la narrativa especular, ampliamente estudiada en la literatura por Mieke Bal, Genette y especialmente Lucien Dällenbach, la mise en abyme. El diseño del juego persigue más que componer una trama convencional, construir la representación jugable del mapa mental y emocional del personaje.Firewatch (Campo Santo 2016) is a video game with an adventure and mystery appearance that belongs to the walking simulator genre. In these video games, the player explores a wide space by walking, manipulating objects and sometimes solving simple puzzles. The spatial environment, aesthetics and music build a playful experience focused on the emotional experience of the characters within the development of a story. Firewatch follows the conventions of this genre and uses several plots whose objective is not to compose a narrative mosaic of characters and stories, but to explain, reinforce and clarify the main story, the relationship of Henry, the protagonist, with his wife. The objective of this paper is to explore the functioning of the narrative and playful levels of Firewatch by applying an analytical methodology based on specular narrative, widely studied in the literature by Mieke Bal, Genette and especially Lucien Dällenbach, the mise en abyme. The design of the game pursues more than composing a conventional plot, building the playable representation of the mental and emotional map of the character. Keywords.

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... After the emergence of the genre with the commercial release of Dear Esther (The Chinese Room and Briscoe, 2012), and its explosion as an aesthetic practice after the critically praised Gone Home (The Fullbright Company, 2016), First Person Exploration (FPE) games, ambience action games (Zimmermann and Huberts, 2019), wandering games (Kagen, 2022), or walking simulators (WS)-as they were originally and derogatorily labeled-have received much critical attention (e.g. Carbo-Mascarell, 2016;Grabarczyk, 2016;Navarrete-Cardero and Vargas-Iglesias, 2018), even more after the release of Death Stranding (Kojima Productions, 2019) (see also Cuadrado, 2022;Ferland-Beauchemin et al. 2019;Jørgensen, 2022;Kagen, 2022;Majewski and Siuda, 2023;Montembeault and Deslongchamps-Gagnon, 2019;Zimmermann and Huberts, 2019) as Hideo Kojima's conception of the new strand game genre 1 . ...
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Traducción de: [De theorie van vertellen en verhalen] Reimpresión en el mismo año Incluye bibliografía e índice
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