The Lifelike Death: Dark Souls and the Dialectics in Black

Daniel Illger
{"title":"The Lifelike Death: Dark Souls and the Dialectics in Black","authors":"Daniel Illger","doi":"10.7557/23.6357","DOIUrl":null,"url":null,"abstract":"The article builds on Badious observation, that black is simultaneously characterized by lack and excess. In the Dark Souls trilogy the “dialectics in black” are realized as a law of movement, which structures how the game world is acquired. The games highlight a series of conflicting temporalities, which are realized in the play experience as a being-in-the-present. From the perspective of assemblage, this dynamic of conflicting temporalities can also be conceptualized as a longing for the melding of the human and inhuman. Here one can also find a hint as to how the Dark Souls games create “communities out of shared hardship” (Keza MacDonald and Killingsworth). In their many temporalities as well as in their specific game mechanics, the Dark Souls trilogy plots a hauntingly concrete point of contact between anonymous players, who feel connected in their shared loneliness.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"108 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eludamos: Journal for Computer Game Culture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7557/23.6357","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

Abstract

The article builds on Badious observation, that black is simultaneously characterized by lack and excess. In the Dark Souls trilogy the “dialectics in black” are realized as a law of movement, which structures how the game world is acquired. The games highlight a series of conflicting temporalities, which are realized in the play experience as a being-in-the-present. From the perspective of assemblage, this dynamic of conflicting temporalities can also be conceptualized as a longing for the melding of the human and inhuman. Here one can also find a hint as to how the Dark Souls games create “communities out of shared hardship” (Keza MacDonald and Killingsworth). In their many temporalities as well as in their specific game mechanics, the Dark Souls trilogy plots a hauntingly concrete point of contact between anonymous players, who feel connected in their shared loneliness.
逼真的死亡:黑暗之魂与黑色的辩证法
这篇文章建立在巴迪厄斯的观察之上,即黑色同时具有缺乏和过剩的特征。在《黑暗之魂》三部曲中,“黑衣辩证法”是一种运动法则,它构建了游戏世界的获取方式。游戏强调了一系列冲突的时间性,这些时间性在游戏体验中被实现为当下的存在。从集合的角度来看,这种冲突的时间性的动态也可以被概念化为对人类和非人融合的渴望。在这里我们还可以发现《黑暗之灵魂》游戏是如何创造出“基于共同困难的社区”(Keza MacDonald和Killingsworth)。在《黑暗之魂》三部曲的许多短暂性以及特定的游戏机制中,它们在匿名玩家之间设定了一个令人难忘的具体接触点,这些玩家在共同的孤独中感到联系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
0.90
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信