Cognitive Deconstruction of the Mise-en-abyme Structure in 3A Games — A Case Study of Black Myth: Wukong

Black Myth: Wukong takes the single outbound pilgrimage route of Journey to the West and splits it into six mirror worlds the player can re-enter at will. The mise-en-abyme is quietly changing what 3A games mean by immersion. My evidence comes from one complete playthrough, read alongside the entry texts of the in-game Journal, the cutscenes, and player reviews on Steam. On that basis I examine how nesting works across physical space, narrative time and the symbolic system. Nesting buys the game more meaning and a stronger sense of identification, though the bill for both arrives later. It also loads the player with a cognitive burden that keeps growing. In chapters such as Guanyin Temple, Yellow Wind Ridge and the Flaming Mountains, what the player meets is not one puzzle awaiting a solution but several explanations that sit side by side and contradict one another. Immersion, it seems, is less a one-way sensory plunge than an experience that keeps swinging between entering and pulling back. I therefore treat the mise-en-abyme as double-edged. It is a device for producing meaning and, in the same motion, a mechanism that keeps telling the player, “you are inside a fiction.”

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Publication Details

Journal
Critical humanistic social theory.
Published
2026-10-29
DOI
https://doi.org/10.62177/chst.v3i4.1730
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Cognitive Deconstruction of the Mise-en-abyme Structure in 3A Games — A Case Study of Black Myth: Wukong

王世朝, Ping Li
3 links
Critical humanistic social theory.
Digital Games and Media
article

Cognitive Deconstruction of the Mise-en-abyme Structure in 3A Games — A Case Study of Black Myth: Wukong

王世朝, Ping Li
article en

Abstract

Black Myth: Wukong takes the single outbound pilgrimage route of Journey to the West and splits it into six mirror worlds the player can re-enter at will. The mise-en-abyme is quietly changing what 3A games mean by immersion. My evidence comes from one complete playthrough, read alongside the entry texts of the in-game Journal, the cutscenes, and player reviews on Steam. On that basis I examine how nesting works across physical space, narrative time and the symbolic system. Nesting buys the game more meaning and a stronger sense of identification, though the bill for both arrives later. It also loads the player with a cognitive burden that keeps growing. In chapters such as Guanyin Temple, Yellow Wind Ridge and the Flaming Mountains, what the player meets is not one puzzle awaiting a solution but several explanations that sit side by side and contradict one another. Immersion, it seems, is less a one-way sensory plunge than an experience that keeps swinging between entering and pulling back. I therefore treat the mise-en-abyme as double-edged. It is a device for producing meaning and, in the same motion, a mechanism that keeps telling the player, “you are inside a fiction.”

Critical humanistic social theory.Vol. 3(4)
Cheongju University (KR)
Openalex Percentile: Top 6%
Digital Games and Media
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