Consciousness in Ludonarrative: Morality of the Postmodern Self in The Last of Us
Naughty Dog’s The Last of Us is a video game that presents a narrative about the story of Joel which challenges the moral values of the self through his seemingly unethical actions in a postmodern environment. Historically, video games were used mainly for either entertainment or training purposes (Smith). The improvements in technology in the 1970s allowed for the commercialization of video games which led to the creation of the video game industry. The driving force of the industry was the profit gained from entertaining the masses. Initially, narratives were not part of video games. They were only incorporated into video games later when technology was even more advanced. This led to the formation of ludonarratives - a combination of ludology, or gameplay, with narrative elements. However, due to its main function of entertaining the masses which led to its popularity in
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It effectively criticizes the postmodern culture, by presenting a world laden with problems due to the characteristics of postmodernity. It raises questions about morality and underscores the lack of solutions for these moral issues due to the lack of a governing body and a rational order. In the game, aside from small areas in the world under the army’s control, the rest of the world is no longer bound by laws and regulations. A social contract, where a “persons' moral and/or political obligations are dependent upon a contract or agreement” (Friend), is not compulsory for one to live in this world. The players control Joel, the protagonist, most of the time. He is tasked with the mission to bring Ellie, a fourteen-year-old girl who is immune to the virus, to the doctors who are researching for a
Innumerable volumes of people portray power as one’s capacity to exhibit their potency; their unquenchable thirst for the dominion over all. Formidable and influential flawlessly depicts the being this definition conveys, a being considerably similar to Ender Wiggin. To the lionizing eyes of Earth, he is a child deity who possessed power abundant enough to exterminate an entire extraterrestrial race, but in truth, he is a boy, rupturing from his plethora of errors. In Ender’s Game, Orson Scott Card To be vague, Ender’s usage of power is persistent, him not ceasing until the annihilation is complete. “Ender…kicked him again…
In Last Man Out by Mike Lupica, Tommy, a teenager, learns that he needs his father. In the beginning, Tommy is playing football with his team against the Jaguars. After Tommy scores a touchdown he hears a siren. Tommy’s dad, Patrick Gallagher, is a firefighter so Tommy knows that his dad is most likely about to breach his way into an incinerating building. Patrick Gallagher is great at his job, he was fated to be a firefighter.
Throughout history, individuals have deliberated on social issues faced in society through their works of literature. During the 1960’s, the United States consisted of sparks of change that impacted an individual or the society. George Romero, director of Night of the Living Dead, constructed a document of contemporary social changes by addressing social issues, such as women’s right, race, and the media. First of all, George Romero produced a document of contemporary social changes by incorporating the women’s right. To begin with, the 1960’s was a time period that changed the life of a woman because they began rebelling for what belonged to them.
In “How ‘Dungeons and Dragons’ Changed My Life”, Ethan Gilsdorf compares the differences in nerd culture today and when he was a young adult. The purpose of this article is to analyse how Dungeons and Dragons and, by extention, games in general have changed over the years. He writes to other old D&D players and newer players, showing how the game has and hasn’t changed over the years. The genre is part narrative, part analysis, switching between the two to better explain his point. Gilsdorf has uses his personal experience to help the reader understand the differences in D&D from over twenty years ago and the game now.
This reveals how those that are sick of their actions being controlled and influenced by those in power and have chosen to remove this power by
The article “Do Video Games Kill” written by Karen Sternheimer responds to one of the most sought-after question; are video games the cause for “young killers”? (220) Sternheimer believes the influence of video games on today’s youth maybe spiraling out of control. She focuses most of the blame on the media, politicians and the Juvenile Justice System. Sternheimer suggests that there are other factors to blame for violent behavior: poverty, the neighborhood, unemployment, family violence, divorced parents and mental illness (218). While juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on America’s youth.
Introduction Victory is yours! Don’t you just love the sound of that? I have played a lot video games, and on many consoles in my short life. People play video games to have fun, make money, pass the time, or just to relax, an forget about what has gone wrong in their day. Some people play games all day without sleeping or eating, that’s how serious it is.
Thus demonstrating how mob mentality can impact an individual and ultimately drive the action of the play. This shows us how one person who starts
“Dignity is as essential to human life as water, food, and oxygen. The stubborn retention of it, even in the face of extreme physical hardship, can hold a man 's soul in his body long past the point when the body should have surrendered it” (Hillenbrand 189). In the novel Unbroken, written by Laura Hillenbrand, Louis “Louie” Zamperini goes through several life-threatening experiences. After being a troublemaker as a child, and an Olympic athlete, Louie straps up his boots and becomes a bombardier for the Army Air Corps. After a traumatizing crash and a forty-six day survival at sea, Louie is taken captive by Japanese officials.
The society in this book is basically the epitome of a dystopia. It has a totalitarian government and everything about the world the people live in is a frightening nightmare. The government has completely dehumanized the way people live their lives. People in this dystopia aren’t even actually human any more. They aren’t even born the natural way through reproduction, they are created.
The characters in the story are used to show the theme in the sense that most are essentially brainwashed by, and therefore loyal to and under control of, the overbearing government. The main conflict of the story is between the main
By manipulating the war setting and language of the novel Heller is able to depict society as dark and twisted. Heller demonstrates his thoughts of society through the depicted war. In the novel, the loss of personal identity in the soldiers lives. Furthermore, The idea is that supports how much value is placed upon a human life and shows the evils and cruelty of war is related The Ball Turret Gunner by Randall Jarrell, in which a soldier who spends his entire life in war only to die the same position he came into the war “fetal” state; just to be disregarded and buried in a whole.
It portrays the 1917 Russian Revolution atmosphere with the replacement of Russia into Animal Farm. The characters also did not fail to resemble the real people involved in the revolution. Power leads to greed, used to take advantage and manipulate. A person with absolute power tends to choose greediness after a certain time period, despite having followed a wise person’s vision and mission.
Social scientists have been specifically studying the influence of video games since the 1980’s. As time has gone on, video games have gone from harmless Pac-Man to games specifically made for killing people and remake a digital version of war.
Video games have been in constant growth since they were first made in 1947. The first videogame that was considered to be an actual video game was pong. It consisted of moving a bar up and down as