Engaging Players on a Global Level with a Localized History: The Case of Expressive Games
DOI:
https://doi.org/10.17533/udea.ikala.358468Keywords:
expressive games, video games, adventure games, autobiographic narrativesAbstract
This article looks at the problems posed by the international distribution of video games that focus on culturally-rooted references and stories, beginning with a review of the history of French adventure games from the 1980s. Later on, the article depicts a research-creation project that led to the design of the game Lie in my Heart. This autobiographical game has action situated geographically and temporally to create real-life effects. The theoretical and creative choices made to enable intercultural appropriation are explained by looking at how certain specific features of the medium were leveraged to bring the game to an international audience.
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