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Ethics of Biotechnology in Bioshock’s Interactive Narrative
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The interactivity element in video games allows the process of delivering narration
through words and actions taken by the game player. The diversity of game design in
delivering stories leads to a debate between ludology (game-centered) and narratology
(narrative-centered). Ludology perceives game as ‘sets of rules’ because game itself
is a medium that is made up of rules. On the other hand, narratology views game
in terms of the narrative resulted from the rules. Narratology tends to reduce the
peculiarity of the medium because it does not take game rules into account, while
ludology ignores the narrative elements. However, in recent times, games combine
aspects of gameplay and narration to form an interactive narrative. One video game
that uses such combination is Bioshock (2007). The interactivity elements in this
game are not only for conveying the story, but also for allowing players’ participation
to determine the resolution of the story through the player’s interaction with the
character named Little Sister. Gameplay-wise, Little Sister acts as one of the main
resources that helps players complete the game. Narrative-wise, Little Sister who
is a chimera (a combination between animal and human) is a representation of
technological advancement. Positioned as resource both in the gameplay and the
narration, the game player’s treatment toward Little Sister implies ethical and moral
consequences. For these reasons, this article implements textual analysis to discuss
the characterization of Little Sisters displayed in the gameplay and the narration that
leads to the ethical and morality issues lies in biotechnology.
Title: Ethics of Biotechnology in Bioshock’s Interactive Narrative
Description:
The interactivity element in video games allows the process of delivering narration
through words and actions taken by the game player.
The diversity of game design in
delivering stories leads to a debate between ludology (game-centered) and narratology
(narrative-centered).
Ludology perceives game as ‘sets of rules’ because game itself
is a medium that is made up of rules.
On the other hand, narratology views game
in terms of the narrative resulted from the rules.
Narratology tends to reduce the
peculiarity of the medium because it does not take game rules into account, while
ludology ignores the narrative elements.
However, in recent times, games combine
aspects of gameplay and narration to form an interactive narrative.
One video game
that uses such combination is Bioshock (2007).
The interactivity elements in this
game are not only for conveying the story, but also for allowing players’ participation
to determine the resolution of the story through the player’s interaction with the
character named Little Sister.
Gameplay-wise, Little Sister acts as one of the main
resources that helps players complete the game.
Narrative-wise, Little Sister who
is a chimera (a combination between animal and human) is a representation of
technological advancement.
Positioned as resource both in the gameplay and the
narration, the game player’s treatment toward Little Sister implies ethical and moral
consequences.
For these reasons, this article implements textual analysis to discuss
the characterization of Little Sisters displayed in the gameplay and the narration that
leads to the ethical and morality issues lies in biotechnology.
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