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Giantness and Excess in Dark Souls

Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-review

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Using the Dark Souls series as an example, I examine how a frame of ‘monster of excess’ can be used to read giantness in digital games. The monster of excess finds a paradigmatic example in the giant, an age-old mythic figure still prevalent within digital games. Many elements are directly borrowed or translated from other artistic forms such as film and literature. But, in this paper, I focus on how excess is encoded ludically, and how that links with the more representational and aesthetic depictions of excess within the games. I find that elements such as the camera and the game’s interface, along with the player-character are all affected by giantness, with giants seeming to exist in excess of the games’ established frames.
Original languageEnglish
Title of host publicationInternational Conference on the Foundations of Digital Games (FDG '20)
Number of pages4
PublisherAssociation for Computing Machinery
Publication date18 Sep 2020
Pages1-4
Article number37
ISBN (Electronic)9781450388078
DOIs
Publication statusPublished - 18 Sep 2020
EventFoundations of Digital Games 2020 - Bugibba, Malta
Duration: 14 Sep 202018 Sep 2020
http://fdg2020.org/index.php

Conference

ConferenceFoundations of Digital Games 2020
LandMalta
ByBugibba
Periode14/09/202018/09/2020
Internetadresse
SeriesFoundations of Digital Games Conference Proceedings
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    Research areas

  • Dark Souls, Giants, Monsters, Excess, Abjection, Sublime, interfaces

Research outputs (1)

  1. Published

    Techno-giants: The Giant, the Machine and the Human

    Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-review

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