Vast and threatening off-screen space in Disco Elysium
Porter, Andy (2023) Vast and threatening off-screen space in Disco Elysium. In Media Res. (http://mediacommons.org/imr/content/vast-and-threa...)
Preview |
Text.
Filename: Porter_IMR_2023_Vast_and_threatening_off_screen_space_in_Disco_Elysium.pdf
Final Published Version License: Strathprints license 1.0 Download (210kB)| Preview |
Abstract
Disco Elysium (2019) allows the player to explore a small yet considerably dense game world. The district of Martinaise, the container, and limit of Disco Elysium's playable world, is described by lead designer Robert Kurvitz as a "matchbox" in comparison to the larger world of Elysium, a "paracosm" he and his team began building at "the turn of the millennium". Beyond the game's many geopolitical subplots and the encyclopedic fashion in which off-screen locations, political ideologies, and concepts are revealed to the player (Graad, Mavozianism, 'plasm,' etc.), there are two key determiners of the vastness of Disco Elysium's off-screen space.
-
-
Item type: Article ID code: 83864 Dates: DateEvent11 January 2023PublishedSubjects: Science > Mathematics > Electronic computers. Computer science Department: Faculty of Humanities and Social Sciences (HaSS) > Humanities > Journalism, Media and Communication Depositing user: Pure Administrator Date deposited: 26 Jan 2023 12:32 Last modified: 24 Nov 2024 01:41 URI: https://strathprints.strath.ac.uk/id/eprint/83864