Focalization, Subjectivity, and Magic(al) Realism in “Night in the Woods”

Aleksandra Mochocka, Radosław Piotr Walczak
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Abstract

The main aim of our analysis is to consider the use and function of focalization in Night in the Woods (Infinite Fall, 2017) and the resulting magic(al) realism subjectivity of perception and fluidity of the gameworld in the framework of post-classical narratology. Our suggestion is that the specific ludonarrative features and functions of the game and its playable protagonist, Mae Borowski, pose questions pertaining to the ontological status of the gameworld, making it an in-between, undetermined magic(al) realism space. Taking into account the conventional formulas and themes utilized in the game, it has already been discussed as an American story following the tradition of the so-called Rust Belt Gothic. This approach, albeit highly accurate, fails to exhaust the possibility that the events presented in the game, specifically in the fourth act, are only subjectively perceived by the protagonist/focalizer, Mae Borowski. In our text, we discuss the potential markers of subjectivity present in the game, with a focus on the game music and soundscape.
森林之夜》中的聚焦、主观性和魔幻现实主义
我们分析的主要目的是,在后经典叙事学的框架下,考虑《林中之夜》(《无限秋天》,2017 年)中聚焦的使用和功能,以及由此产生的魔幻(al)现实主义主观性感知和游戏世界的流动性。我们的建议是,游戏及其可玩主角梅-博罗夫斯基(Mae Borowski)特定的鲁东叙事特征和功能,提出了有关游戏世界本体论地位的问题,使其成为一个介于两者之间、未确定的魔幻现实主义空间。考虑到游戏中使用的传统公式和主题,它已被讨论为一个遵循所谓 "锈带哥特式 "传统的美国故事。这种方法尽管非常准确,但却未能穷尽这样一种可能性,即游戏中所呈现的事件,尤其是第四幕中的事件,只是主角/聚焦者梅-博罗夫斯基的主观感知。在文中,我们将以游戏音乐和音效为重点,讨论游戏中潜在的主观性标记。
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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