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...)
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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.
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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: 11 Nov 2024 16:01 URI: https://strathprints.strath.ac.uk/id/eprint/83864