The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character

Muggeridge, B.G.M. (2021) The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character. MRes thesis, University of Nottingham.

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Abstract

This thesis proposes a model for analysing the process by which video games make players complicit in the actions of the player-character (avatar). Empathy, responsibility and desire are the formational elements of complicity and are the concepts I identify within three video games. Katherine Isbister’s proposed ‘levels of projection’ are also used to explain how a player relates to the player-character in order for the exchange of empathy, responsibility and desire to be effective. The games I have chosen to analyse are Assassin’s Creed II, BioShock and Dark Souls, each of which use gameplay and narrative design in unique ways to make players complicit.

Item Type: Thesis (University of Nottingham only) (MRes)
Supervisors: Evans, Elizabeth
Kennedy, Helen
Keywords: video game, complicity, desire, responsibility, empathy
Subjects: G Geography. Anthropology. Recreation > GV Recreation. Leisure
Faculties/Schools: UK Campuses > Faculty of Arts > School of Cultures, Languages and Area Studies
Item ID: 64507
Depositing User: Muggeridge, Bradley
Date Deposited: 08 Jun 2021 12:10
Last Modified: 08 Jun 2021 12:15
URI: https://eprints.nottingham.ac.uk/id/eprint/64507

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