1. bookVolume 17 (2019): Issue 1 (October 2019)
Journal Details
License
Format
Journal
First Published
04 Jun 2014
Publication timeframe
2 times per year
Languages
English
access type Open Access

Shakespeare and the Accumulation of Cultural Prestige in Video Games

Published Online: 30 Oct 2019
Page range: 115 - 128
Journal Details
License
Format
Journal
First Published
04 Jun 2014
Publication timeframe
2 times per year
Languages
English

The present article analyses the manner in which AAA action-adventure games adapt, quote, and reference Shakespeare’s plays in order to borrow the bard’s cultural capital and assert themselves as forms of art. My analysis focuses on three major releases: Metal Gear Solid 4: Guns of the Patriots, BioShock: Infinite, and God of War. The article shows that these games employ narrative content from Shakespeare’s plays in order to adopt traits traditionally associated with the established arts, such as narrative depth and complex characters. In addition to this, explicit intertextual links between the games’ respective storyworlds and the plays are offered as ludic rewards for the more involved players who thoroughly explore game space.1

Keywords

Bogost, Ian. 2007. Persuasive games. The Expressive Power of Videogames. Cambridge, Massachusetts: The MIT Press.Search in Google Scholar

Bolter, David J. and Richard A. Grusin. 2000. Remediation: Understanding New Media. Cambridge, Massachusetts: The MIT Press.Search in Google Scholar

Carroll, C. William. 2003. Theories of Kingship in Shakespeare’s England. In A Companion to Shakespeare’s Works. Volume II: The Histories, eds. Richard Dutton and Jean E. Howard, 125–146. Chichester, U. K.: Wiley-Blackwell.Search in Google Scholar

Crawford, Chris. 1984. The Art of Computer Game Design. Berkeley, California: Osborne/McGraw-Hill.Search in Google Scholar

Elleström, Lars. 2010. The Modalities of Media: A Model for Understanding Intermedial Relations. In Media Borders, Multimodality and Intermediality, ed. Lars Elleström, 11–50, Chippenham and Eastbourne: Plagrave Macmillan.Search in Google Scholar

Fazel, Valerie M. and Louise Geddes, eds. 2017. The Shakespeare User. Critical and Creative Appropriations in a Networked Culture. New York: Palgrave Macmillan.Search in Google Scholar

Fergid, E. Richard. 2014. Education. In The Routledge Companion to Video Games, eds. Mark J. P. Wolf and Bernard Perron, 317–323. London and New York: Routledge.Search in Google Scholar

Herman, David. 2009. Basic Elements of Narrative. Chichester, U. K.: Wiley-Blackwell.Search in Google Scholar

Jenkins, Henry. 2004. Game Design as Narrative Architecture. In First Person: New Media as Story, Performance, and Game, eds. Noah Wardrip-Fruin and Pat Harrigan, 118–30. Cambridge, Massachusetts: MIT Press.Search in Google Scholar

Juul, Jesper. 2014. On Absent Carrot Sticks: The Level of Abstraction in Video Games. In Storyworlds across Media. Toward a Media-Conscious Narratology, eds. Marie-Laure Ryan and Jan-Noël Thon, 173–192. Lincoln and London: University of Nebraska Press.Search in Google Scholar

Klevjer, Rune. 2014. Cut-scene. In The Routledge Companion to Video Games, eds. Mark J. P. Wolf and Bernard Perron, 301–309. London and New York: Routledge.Search in Google Scholar

Mäyrä, Frans. 2014. Culture. In The Routledge Companion to Video Games, eds. Mark J. P. Wolf and Bernard Perron, 293–300. London and New York: Routledge.Search in Google Scholar

Nae, Andrei. 2018. Mission Objective: Carry the White Man’s Burden to Outer Space – The Gamification of Colonization in Dead Space. Ekphrasis vol. 20, no. 2: 157–167.Search in Google Scholar

Nae, Andrei. Forthcoming. The Gamification of Shakespeare in Silent Hill 3 and Manhunt 2: From Reverence to Rejection.Search in Google Scholar

Perron, Bernard. 2007. Genre Profile: Interactive Movies. In Video Game Explosion. A History from Pong to Playstation and Beyond, ed. Mark J. P. Wolf, 127–134. Westport, Connecticut and London: Greenwood Press.Search in Google Scholar

Ryan, Marie-Laure. 2013. Transmedial Storytelling and Transfictionality. Poetics Today vol. 43, no. 4 (Fall): 362–388.Search in Google Scholar

Shakespeare, William. 1996. The Complete Works. Hertfordshire: Wordsworth Editions.Search in Google Scholar

Therrien, Carl. 2007. CD-ROM Games. In Video Game Explosion. A History from Pong to Playstation and Beyond, ed. Mark J. P. Wolf, 121–126. Westport, Connecticut and London: Greenwood Press.Search in Google Scholar

Timplalexi, Eleni. 2018. Shakespeare in Digital Games and Virtual Worlds. Multicultural Shakespeare: Translation, Adaptation and Performance vol. 18, no. 33: 129–144.Search in Google Scholar

Wolf, Mark J. P. 2007. Laserdisc Games. In Video Game Explosion. A History from Pong to Playstation and Beyond, ed. Mark J. P. Wolf, 99–102. Westport, Connecticut and London: Greenwood Press.Search in Google Scholar

Wolf, Mark J. P. 2012. Video Games as Art. In Encyclopedia of Video Games. The Culture, Technology, and Art of Gaming, ed. Mark J. P. Wolf, 39–42. Santa Barbara, California; Denver, Colorado; Oxford, England: Greenwood.Search in Google Scholar

Recommended articles from Trend MD

Plan your remote conference with Sciendo