Abstract
Joyce analyses the reasons why the post-apocalyptic is such a popular video game genre and argues that it is a prime example of genre-medium coevolution. First, the chapter explains the impact of video games on convergence culture, in terms of economics and the aesthetic problems of adapting narrative forms into games. Using the concepts of narrative and industrial cores, Joyce argues that the newfound economic power of video games has created dual industrial core franchises. The chapter then examines the ludology-narratology debate and argues that the post-apocalyptic has been hugely influential in meeting the challenge of telling stories to participatory audiences. The post-apocalyptic genre offers game worlds that contain embedded narratives and can easily be enclosed for logical diegetic reasons, making them ideally suited to the medium.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Aarseth, Espen. 2004. Genre Trouble: Narrativism and the Art of Simulation. In First Person: New Media as Story, Performance, and Game, ed. Noah Wardrip-Fruin and Pat Harrigan, 45–55. Cambridge, MA: MIT Press.
Adler, Shawn. 2008. Uwe Boll Won’t Ever Be Entering the World of Warcraft. MTV.com , April 18.
BioShock. 2007. 2K Games. Directed by Ken Levine.
Clarke, Michael J. 2012. Transmedia Television: New Trends in Network Serial Production. New York: Bloomsbury.
Consalvo, Mia. 2007. Cheating: Gaining Advantage in Videogames. Cambridge, MA: MIT Press.
Crawford, Chris. 2004. Response. In First Person: New Media as Story, Performance, and Game, ed. Noah Wardrip-Fruin and Pat Harrigan, 45–46. Cambridge, MA: MIT Press.
Deus Ex: Human Revolution. 2011. Square Enix. Directed by Jean-Francois Dugas.
Ebert, Roger. 2005. Why Did the Chicken Cross the Genders? rogerebert.com , November 27.
Elkington, Trevor. 2009. Too Many Cooks: Media Convergence and Self-Defeating Adaptations. In The Video Game Theory Reader 2, ed. Bernard Perron and Mark J.P. Wolf, 214–235. London: Routledge.
Entertainment Software Association. 2006. 2006 Sales Demographic and Usage Data: Essential Facts About the Computer and Video Game Industry. esa.com. Accessed 15 June 2018.
———. 2018. 2018: Sales Demographic and Usage Data: Essential Facts About the Computer and Video Game Industry. esa.com. Accessed 15 June 2018.
Eskelinen, Markku. 2004. Towards Computer Game Studies. In First Person: New Media as Story, Performance, and Game, ed. Noah Wardrip-Fruin and Pat Harrigan, 36–44. Cambridge, MA: MIT Press.
Evans-Thirlwell, Edwin. 2015. Why Do Video Games Love Killing the Planet? Vice.com , April 9.
Fahey, Rob. 2004. Square Peg, European Hole. Eurogamer, July 16.
Falero, Michael. 2015. A Brief History of Post-apocalyptic Video Games. Game Skinny, November 9.
Frasca, Gonzalo. 2003. Ludologists Love Stories, Too: Notes from a Debate that Never Took Place. ludology.org . http://www.ludology.org/articles/Frasca_LevelUp2003.pdf. Accessed 20 May 2018.
———. 2004. Videogames of the Oppressed: Critical Thinking, Education, Tolerance, and Other Trivial Issues. In First Person: New Media as Story, Performance, and Game, ed. Noah Wardrip-Fruin and Pat Harrigan, 85–94. Cambridge, MA: MIT Press.
Gillen, Kieron. 2007. Exclusive: Ken Levine on the Making of BioShock. Rock Paper Shotgun, August 20.
Graser, Marc, and Elsa Keslassy. 2012. Fassbender Game for Assassin’s Creed. Variety, July 9.
Hayward, Andrew. 2013. Why We Love the Apocalypse. IGN, May 10.
Hocking, Clint. 2007. Ludonarrative Dissonance in BioShock. Click Nothing, October 7.
Jenkins, Henry. 2004. Game Design as Narrative Architecture. In First Person: New Media as Story, Performance, and Game, ed. Noah Wardrip-Fruin and Pat Harrigan, 118–130. Cambridge, MA: MIT Press.
———. 2014. The Reign of the ‘Mothership’: Transmedia’s Past, Present, and Possible Futures. In Wired TV: Laboring Over an Interactive Future, ed. Denise Mann, 244–268. New Brunswick: Rutgers University Press.
Juul, Jesper. 2010. A Casual Revolution: Reinventing Video Games and Their Players. Cambridge, MA: MIT Press.
Kojima, Hideo. 2006. Games Aren’t Art, Says Kojima. Interview by Ellie Gibson. Eurogamer, January 24.
Levine, Ken. 2007. Transcript: Interview with Ken Levine. Interview by Mike Musgrove. Washington Post, September 14.
Martineau, Paris. 2017. 10 Years Ago Today, BioShock Proved that Video Games Could Be Art. New York Magazine, August 21.
Metro: Last Light. 2013. 4A Games. Directed by Andrew Prokhorov.
Mittell, Jason. 2015. Complex TV: The Poetics of Contemporary Television Storytelling. New York: New York University Press.
Molthrop, Stuart. 2004. From Work to Play: Molecular Culture in the Time of Deadly Games. In First Person: New Media as Story, Performance, and Game, ed. Noah Wardrip-Fruin and Pat Harrigan, 56–69. Cambridge, MA: MIT Press.
Motion Picture Association of America. 2018. 2017 THEME Report. mpaa.org . Accessed 15 June 2018.
Murray, Janet. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge, MA: MIT Press.
Onyett, Charles. 2007. BioShock Review. IGN, August 16.
Parker, Felan. 2013. Millions of Voices: Star Wars, Digital Games, Fictional Worlds and Franchise Canon. In Game On, Hollywood!: Essays on the Intersection of Video Games and Cinema, ed. Gretchen Papazian and Joseph Michael Sommers, 156–168. Jefferson: McFarland.
———. 2017. Canonising BioShock: Cultural Value and the Prestige Game. Games and Culture 12 (7–8): 739–763.
———. 2018. Roger Ebert and the Games-as-Art Debate. Cinema Journal 57 (3): 77–100.
Pearce, Celia. 2004. Towards a Game Theory of Game. In First Person: New Media as Story, Performance, and Game, ed. Noah Wardrip-Fruin and Pat Harrigan, 143–153. Cambridge, MA: MIT Press.
Perlin, Ken. 2004. Can There Be a Form Between a Game and a Story? In First Person: New Media as Story, Performance, and Game, ed. Noah Wardrip-Fruin and Pat Harrigan, 12–18. Cambridge, MA: MIT Press.
Poole, Steven. 2017. Why Video Games are Obsessed with the Apocalypse. BBC.com , August 15.
Reed, Kristan. 2007. BioShock: Cue Rapturous Applause. Eurogamer, August 16.
Schulzke, Marcus. 2013. Translation Between Forms of Interactivity: How to Build the Better Adaptation. In Game On, Hollywood!: Essays on the Intersection of Video Games and Cinema, ed. Gretchen Papazian and Joseph Michael Sommers, 70–83. Jefferson: McFarland.
Straley, Bruce, and Neil Druckmann. 2013. What Inspired The Last of Us. Interview by Dean Takahashi. Venture Beat, August 6.
The Last of Us. 2013. Naughty Dog. Directed by Bruce Straley and Neil Druckmann.
Author information
Authors and Affiliations
Rights and permissions
Copyright information
© 2018 The Author(s)
About this chapter
Cite this chapter
Joyce, S. (2018). Worldbuilding and World Destroying in BioShock and The Last of Us. In: Transmedia Storytelling and the Apocalypse. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-93952-0_6
Download citation
DOI: https://doi.org/10.1007/978-3-319-93952-0_6
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-319-93951-3
Online ISBN: 978-3-319-93952-0
eBook Packages: Literature, Cultural and Media StudiesLiterature, Cultural and Media Studies (R0)