Objects and Algorithmic Uncertainty in Video Game Narrative

ABSTRACT As Ed Finn argues, the defining trait of contemporary algorithmic culture is significant uncertainty—i.e., unpredictability—in how a computational system will respond to our input. This article explores how this type of uncertainty can latch onto semiotically represented objects in video game narratives. Objects in video games serve a variety of functions, which this article studies by distinguishing between the following cases: objects as part of the decor, objects as a solution to well-delineated puzzles, objects as a resource enabling story progression, and objects as a sign evoking narrative via environmental storytelling. Algorithmic uncertainty can complicate these categories in a way that elicits a range of emotional responses—for instance, the absurdity of classic point-and-click adventure games à la Monkey Island. The article offers a discussion of Immortality, a recent independent video game that, more explicitly and self-reflexively than adventure games from the 1990s, troubles the functioning of objects in a way that foregrounds their uncertainty and elevates it to a central mechanic of both ludic and narrative progression.

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Published
2025-05-01
DOI
https://doi.org/10.5325/style.59.1.0055
Primary Topic
Digital Games and Media
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article
Field-Weighted Citation Impact
0.00
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article

Objects and Algorithmic Uncertainty in Video Game Narrative

Marco Caracciolo
Style
Digital Games and Media
article

Objects and Algorithmic Uncertainty in Video Game Narrative

Marco Caracciolo
article en

Abstract

ABSTRACT As Ed Finn argues, the defining trait of contemporary algorithmic culture is significant uncertainty—i.e., unpredictability—in how a computational system will respond to our input. This article explores how this type of uncertainty can latch onto semiotically represented objects in video game narratives. Objects in video games serve a variety of functions, which this article studies by distinguishing between the following cases: objects as part of the decor, objects as a solution to well-delineated puzzles, objects as a resource enabling story progression, and objects as a sign evoking narrative via environmental storytelling. Algorithmic uncertainty can complicate these categories in a way that elicits a range of emotional responses—for instance, the absurdity of classic point-and-click adventure games à la Monkey Island. The article offers a discussion of Immortality, a recent independent video game that, more explicitly and self-reflexively than adventure games from the 1990s, troubles the functioning of objects in a way that foregrounds their uncertainty and elevates it to a central mechanic of both ludic and narrative progression.

StyleVol. 59(1)
Ghent University Hospital (BE)
Openalex Percentile: Top 85%
Digital Games and Media
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Objects and Algorithmic Uncertainty in Video Game Narrative — Marco Caracciolo · Style (2025) | TGRS Research Map | TGRS