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Authors
Cartlidge, JamesPublisher
SAGEType
Journal articleTitle / Series / Name
Games and CultureDate
2023
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This article interprets the influential colony management simulator “Dwarf Fortress” existentially, in terms of finitude, absurdity, and narrative. It applies Aarseth/Möring's proposed method of game interpretation, adopting their definition of “cybermedia” as a generalized game ontology, then providing a specialized ontology of “Dwarf Fortress” which describes its genre and salient gameplay features, incorporating Ian Bogost's concept of “procedural rhetoric.” It then gives an existentialist interpretation of “Dwarf Fortress” which centers on “finitude,” “absurdity,” and “narrative,” showing that “Dwarf Fortress” is a game about the existential tensions involved in being human. We live knowing our lives and civilizations are finite, that there are radical limits on what we can know and do. There is no meaning inherent in the world, or in history, so it is up to us to create our own, and one of our most powerful ways of doing this is narrative.identifiers
10.1177/15554120231162418ae974a485f413a2113503eed53cd6c53
10.1177/15554120231162418
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