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.
Authors
- Marco Caracciolo (ORCID: https://orcid.org/0000-0002-7955-0325)
Institutions
- Ghent University Hospital (BE)
Publication Details
- Journal
- Style
- Published
- 2025-05-01
- DOI
- https://doi.org/10.5325/style.59.1.0055
- Primary Topic
- Digital Games and Media
- Type
- article
- Field-Weighted Citation Impact
- 0.00