“You Won’t Even Know Who You Are Anymore”: Bakthinian Polyphony and the Challenge to the Ludic Subject in Disco Elysium

Daniel Vella, M. Cielecka
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引用次数: 3

Abstract

Abstract When approaches to the notion of the ‘self’ as it exists in the game have been discussed in game studies – for instance, through work in existential ludology or through discussions of agency – the ‘self’ in question, explicitly or implicitly, has tended to be the rational, stable, unified and coherent self of the humanist tradition. By fracturing the ludic subject into a set of contrasting and conflicting voices, each with their own apparent motivations and goals, Disco Elysium presents a challenge to this singular and unified understanding of selfhood. That this challenge is situated within the representation of a figure who, at face value, seems to represent the very locus of the authoritative, self-possessed subjectivity of humanism – not only a straight, middle-aged white man, but also a figure of police and colonial authority – strengthens the game’s critical slant. Drawing on theories of ludic and virtual subjectivity, this paper will approach Disco Elysium with a focus on this undermining of stable and unitary understanding of subjectivity. First, the game will be considered in relation to the tradition of film noir, and the way the genre both established and subverted the figure of the detective as the avatar of stable, rational, authoritative masculine selfhood. Next, its treatment of the theme of amnesia will be considered, drawing a parallel to Jayemanne’s (2017) reading of Planescape: Torment to examine how the loss of memory creates structures of discontinuity and rupture in the represented ludic self. Finally, Bakhtinian notions of polyphony will be invoked to address the game’s plurality of different voices not (as it is usually present) in a dialogue between individual subjects but within a single, fragmented subjectivity.
“你甚至不知道你是谁了”:巴克希尼复调和对迪斯科极乐世界中滑稽主题的挑战
当我们在游戏研究中讨论存在于游戏中的“自我”概念时(例如,通过存在主义游戏学的工作或通过对代理的讨论),所讨论的“自我”,无论是明确的还是隐含的,都倾向于人文主义传统中理性的、稳定的、统一的和连贯的自我。通过将滑稽的主题分解成一系列对比鲜明、相互冲突的声音,每个声音都有自己明显的动机和目标,Disco Elysium对这种对自我的单一而统一的理解提出了挑战。从表面上看,这个挑战是在一个人物的表现中进行的,这个人物似乎代表了人文主义权威的、自我控制的主体性的核心——不仅是一个直男中年白人,而且是一个警察和殖民当局的人物——这加强了游戏的批判倾向。本文将借鉴滑稽主体性和虚拟主体性的理论,探讨迪斯科极乐世界,重点关注这种对主体性稳定和统一理解的破坏。首先,这款游戏将与黑色电影的传统相联系,以及这一类型既确立又颠覆了侦探作为稳定、理性、权威的男性自我形象的方式。接下来,将考虑其对健忘症主题的处理,并将其与Jayemanne(2017)对《Planescape: Torment》的阅读进行类比,以研究记忆的丧失如何在所代表的滑稽自我中创造出不连续性和断裂的结构。最后,Bakhtinian的复调概念将被用于解决游戏中不同声音的多样性,而不是在个体主体之间的对话中,而是在一个单一的,分散的主观性中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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