Les jeux qui bifurquent : narration non-linéaire et spatialisation de l'intrigue. Le cas du Tactical RPG

As it crosses borders between role-playing games and turn-based strategy games, Tactical RPG seems to be a hybrid object, which has to reconcile the narrative tension one can find in role playing games, and the a-diegeticness of chess. I propose studying such hybridity by focusing on the years 1990-...

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Main Author: Sébastien Wit
Format: Article
Language:fra
Published: Laboratoire Experice 2018-06-01
Series:Sciences du Jeu
Subjects:
Online Access:http://journals.openedition.org/sdj/1022
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spelling doaj-04d12e61b8ba48cfafcfba6eefc134c02020-11-25T02:01:44ZfraLaboratoire ExpericeSciences du Jeu2269-26572018-06-01910.4000/sdj.1022Les jeux qui bifurquent : narration non-linéaire et spatialisation de l'intrigue. Le cas du Tactical RPGSébastien WitAs it crosses borders between role-playing games and turn-based strategy games, Tactical RPG seems to be a hybrid object, which has to reconcile the narrative tension one can find in role playing games, and the a-diegeticness of chess. I propose studying such hybridity by focusing on the years 1990-1995, from the first Fire Emblem to October 95, i.e. the release of Tactics Ogre. As I study the way T-RPG turns the isometric squares of the ludic space into a true geographic world, I bring out the fact this geographical turn plays the main role in the spatial and temporal dynamics of the narrative. By considering the specific case of forking paths in narration, this paper wished to points towards the possibility of a transmediatic narratology.http://journals.openedition.org/sdj/1022tactical rpgtimespacenon-linearityforking paths
collection DOAJ
language fra
format Article
sources DOAJ
author Sébastien Wit
spellingShingle Sébastien Wit
Les jeux qui bifurquent : narration non-linéaire et spatialisation de l'intrigue. Le cas du Tactical RPG
Sciences du Jeu
tactical rpg
time
space
non-linearity
forking paths
author_facet Sébastien Wit
author_sort Sébastien Wit
title Les jeux qui bifurquent : narration non-linéaire et spatialisation de l'intrigue. Le cas du Tactical RPG
title_short Les jeux qui bifurquent : narration non-linéaire et spatialisation de l'intrigue. Le cas du Tactical RPG
title_full Les jeux qui bifurquent : narration non-linéaire et spatialisation de l'intrigue. Le cas du Tactical RPG
title_fullStr Les jeux qui bifurquent : narration non-linéaire et spatialisation de l'intrigue. Le cas du Tactical RPG
title_full_unstemmed Les jeux qui bifurquent : narration non-linéaire et spatialisation de l'intrigue. Le cas du Tactical RPG
title_sort les jeux qui bifurquent : narration non-linéaire et spatialisation de l'intrigue. le cas du tactical rpg
publisher Laboratoire Experice
series Sciences du Jeu
issn 2269-2657
publishDate 2018-06-01
description As it crosses borders between role-playing games and turn-based strategy games, Tactical RPG seems to be a hybrid object, which has to reconcile the narrative tension one can find in role playing games, and the a-diegeticness of chess. I propose studying such hybridity by focusing on the years 1990-1995, from the first Fire Emblem to October 95, i.e. the release of Tactics Ogre. As I study the way T-RPG turns the isometric squares of the ludic space into a true geographic world, I bring out the fact this geographical turn plays the main role in the spatial and temporal dynamics of the narrative. By considering the specific case of forking paths in narration, this paper wished to points towards the possibility of a transmediatic narratology.
topic tactical rpg
time
space
non-linearity
forking paths
url http://journals.openedition.org/sdj/1022
work_keys_str_mv AT sebastienwit lesjeuxquibifurquentnarrationnonlineaireetspatialisationdelintriguelecasdutacticalrpg
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