Where was Apollo in Supergiant’s <i>Hades</i>? Developer motivations and mythological characters in video games

Abstract Academic interest in classical reception and video games is thriving, but one dimension that has so far escaped scholarly attention regards the various concerns functioning in the design of such games. This article moves away from the predominantly text-oriented focus of previous investigations (that is, close readings of games as texts) and instead focuses on the production processes and contexts of games set in the ancient world. Specifically, this article is interested in the design of mythological characters in video games: which development choices impact the characterization of these figures, and how do different game design motivations relate to ancient sources? First, I survey the available literature on game production from the field of historical game studies, and establish a framework of different design motivations that impact the works of reception that players experience. Second, I investigate the design of mythological characters in three titles — Apotheon (2015, Alientrap), Hades (2020, Supergiant Games), and Mythwrecked: Ambrosia Island (2024, Polygon Treehouse) — having either interviewed people involved in these games, or consulted available design testimonials. Ultimately, this article establishes a new critical vocabulary with which classical reception in games can be approached.

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Publication Details

Journal
Classical Receptions Journal
Published
2025-05-24
DOI
https://doi.org/10.1093/crj/claf005
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
4.20
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article

Where was Apollo in Supergiant’s Hades? Developer motivations and mythological characters in video games

Alexander Vandewalle
1 citations
Classical Receptions Journal
Digital Games and Media
4.20
article

Where was Apollo in Supergiant’s Hades? Developer motivations and mythological characters in video games

Alexander Vandewalle
article en
1 citations

Abstract

Abstract Academic interest in classical reception and video games is thriving, but one dimension that has so far escaped scholarly attention regards the various concerns functioning in the design of such games. This article moves away from the predominantly text-oriented focus of previous investigations (that is, close readings of games as texts) and instead focuses on the production processes and contexts of games set in the ancient world. Specifically, this article is interested in the design of mythological characters in video games: which development choices impact the characterization of these figures, and how do different game design motivations relate to ancient sources? First, I survey the available literature on game production from the field of historical game studies, and establish a framework of different design motivations that impact the works of reception that players experience. Second, I investigate the design of mythological characters in three titles — Apotheon (2015, Alientrap), Hades (2020, Supergiant Games), and Mythwrecked: Ambrosia Island (2024, Polygon Treehouse) — having either interviewed people involved in these games, or consulted available design testimonials. Ultimately, this article establishes a new critical vocabulary with which classical reception in games can be approached.

Classical Receptions JournalVol. 17(3)
HOGENT University of Applied Sciences and Arts (BE), Ghent University (BE)
Quality Education
Openalex Percentile: Top 8%
Digital Games and Media
4.20
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