„Our paths will become roads”: Ecological reflections on Hideo Kojima’s Death Stranding
PDF (Język Polski)

Keywords

Death Stranding
environmental game studies
ecocriticism
eco-game

How to Cite

Zaborowski, K. (2023). „Our paths will become roads”: Ecological reflections on Hideo Kojima’s Death Stranding. Images. The International Journal of European Film, Performing Arts and Audiovisual Communication, 33(42), 251–266. https://doi.org/10.14746/i.2023.33.42.16

Abstract

The article discusses the issue of environmental game studies, which the author defines as an analysis of the involvement of video games in environmental discourses. In order to formulate a definition of an eco-game, the author uses Lawrence Buell’s environmental text theory and Alenda Y. Chang’s postulates from the manifesto of environmentally conscious game design, as well as references to works in the field of post-humanistic philosophy. He also invokes concepts derived from gaming studies to describe the ecological contexts of the medium of video games. In the second part of the work, environmental game theory is used to analyse an example of an eco-game. The author chose the AAA production Death Stranding created by the Japanese designer Hideo Kojima. Looking at its unconventional depiction of a post-apocalyptic wasteland, the biopolitics regulating the life of the protagonist and the gameplay based on unhurried exploration of space, the author outlines potential further directions for the development of research in the field of environmental game studies.

https://doi.org/10.14746/i.2023.33.42.16
PDF (Język Polski)

References

Backe H.-J., Within the Mainstream: An Ecocritical Framework for Digital Game History, „Ecozon@” 2017, nr 8(2), s. 39–55 DOI: https://doi.org/10.37536/ECOZONA.2017.8.2.1362

Banaszkiewicz M., Duda A., To be a S.T.A.L.K.E.R. on architecture, computer games and tourist experience in the Chernobyl Exclusion Zone, [w:] Tourism Fictions, Simulacra and Virtualities, red. Graburn N., M. Gravari-Barbas, J.-F. Staszak, Londyn 2019, s. 197–210 DOI: https://doi.org/10.4324/9780429278952-11

Bennett J., Vibrant Matter: A Political Ecology of Things, Durham 2010 DOI: https://doi.org/10.2307/j.ctv111jh6w

Buell L., The Environmental Imagination: Thoreau, Nature Writing, and the Formation of American Culture, Cambridge 1995 DOI: https://doi.org/10.2307/j.ctv1nzfgsv

Buell L., The Future of Environmental Criticism: Environmental Crisis and Literary Imagination, Malden 2005

Chang A.Y., Playing Nature: Ecology in Video Games, Minneapolis 2019 DOI: https://doi.org/10.5749/j.ctvthhd94

Chang A.Y., Rambunctious Games: A Manifesto for Environmental Game Design, „Art Journal” 2020, nr 72(2), s. 68–75. DOI: https://doi.org/10.1080/00043249.2020.1765557

Chapman A., Affording History: Civilization and the Ecological Approach, [w:] Playing with the Past: Digital Games and the Simulation of History, red. A.B.R. Elliott, M.W. Kapell, New York 2013, s. 61–73

Fleishman I.T., The Rustle of the Anthropocene: Kafka’s Odradek as Ecocritical Icon, „The Germanic Review: Literature, Culture, Theory” 2017, nr 92, s. 40–62. DOI: https://doi.org/10.1080/00168890.2016.1239059

Galloway A., Gaming: Essays On Algorithmic Culture, Minneapolis 2006

Haraway D., Nie uciekajmy przed kłopotami. Antropocen – kapitałocen – chthulucen, przeł. K. Hoffmann, W. Szwebs, [w:] Antropocen czy kapitałocen? Natura, historia i kryzys kapitalizmu, red. J. Moore, Poznań 2021, s. 49–94

Huberts C., Zimmermann F., From Walking Simulator to Ambience Action Game: A Philosophical Approach to a Misunderstood Genre, „Press Start” 2019, nr 5(2), s. 29–50

Kłosiński M., Frostpunk – tęsknota za biopolityką stanu wyjątkowego, „Teksty Drugie” 2020, nr 1, s. 284–298. DOI: https://doi.org/10.18318/td.2020.1.18

Kubiński P., Emersja – antyiluzyjny wymiar gier wideo, „Nowe Media” 2014, nr 4, s. 161–176. DOI: https://doi.org/10.12775/NM.2014.007

Kubiński P., Gry wideo. Zarys poetyki, Kraków 2016

Linderoth J., Beyond the Digital Divide: An Ecological Approach to Game-Play, „Tranbibliografia sactions of the Digital Games Research Association” 2013, nr 1(1), s. 85–113 DOI: https://doi.org/10.26503/todigra.v1i1.9

Maj K.M., Słowo gra znaczy świat. Przestrzeń gry wideo w kognitywnej teorii narracji, „Teksty Drugie” 2017, t. 3, s. 192–209. DOI: https://doi.org/10.18318/td.2017.3.11

Manifest ekomodernistyczny, https://thebreakthrough.org/manifesto/manifest-ekomodernistyczny-j%C4%99zyk-polski (dostęp: 4.09.2022)

Marzec A., Kino zorientowane ku przedmiotom, „Kwartalnik Filmowy” 2020, nr 110, s. 80–99. DOI: https://doi.org/10.36744/kf.340

McCauley D., Digital nature: Are field trips a thing of the past?, „Science” 2017, nr 358(6361), s. 298–300. DOI: https://doi.org/10.1126/science.aao1919

Morton T., Hyperobjects: Philosophy and Ecology After the End of the World, Minneapolis 2013

Pigulak J., Gra w film. Z zagadnień relacji między filmem i grami wideo, Kraków 2022

Pigulak J., Między realnością a wirtualnością. Wykorzystanie fotogrametrii w grze wideo Zaginięcie Ethana Cartera, „Images” 2018, nr 21(30), s. 165–175 DOI: https://doi.org/10.14746/i.2017.30.12.

Rivera-Dundas A., Ecocritical Engagement in a Pixelated World, „Ecozon@” 2017, nr 8(2), s. 121–135 DOI: https://doi.org/10.37536/ECOZONA.2017.8.2.1351

Sicart M., The Ethics of Computer Games, Cambridge 2011

Ubertowska A., „Mówić w imieniu biotycznej wspólnoty”. Anatomie i teorie tekstu środowiskowego/ekologicznego, „Teksty Drugie” 2018, nr 2, s. 17–40. DOI: https://doi.org/10.18318/td.2018.2.2

Vincent B., Is „Death Stranding” actually a walking simulator, Shacknews, 8.11.219, https://www.shacknews.com/article/114889/is-death-stranding-actually-a-walking-simulator (dostęp: 3.09.2022)

Zaborowski K., Postapokaliptyczne role ludzi i roślin w grze Cloud Gardens. Czym jest ogród?, „Images” 2022, t. 31 nr 40, s. 137–145. DOI: https://doi.org/10.14746/i.2022.40.08

https://www.gry-online.pl/gry/death-stranding/z14832

https://store.steampowered.com/app/1214280/Walking_Simulator/

Cloud Gardens (noio, 2021)

Death Stranding: Director’s Cut (Kojima Productions, 2021)

Frostpunk (11 bit studios, 2018)

Pokémon Go (Niantic, 2016)

Proteus (Ed Key, 2013)

Red Dead Redemption (Rockstar Games, 2010)

Red Dead Redemption II (Rockstar Games, 2018)

Shadow of the Colossuss (Sony Interactive Entertainment, 2005)

Spore (Maxis Software, 2008)

The Elder Scrolls V: Skyrim (Bethesda Softworks, 2011)

The Walking Dead: A Telltale Games Series – Season One (Telltale Games, 2012)

What Raemains of Edith Finch (Giant Sparrow, 2017)