TY - JOUR
T1 - Replaying Wartime Résistance?
T2 - Studying Ludic Memory-Making in the Open World Game The Saboteur
AU - van den Heede, Pieter
N1 - Publisher Copyright: © The Author(s) 2023.
PY - 2024/3
Y1 - 2024/3
N2 - Ever since the emergence of digital gaming as a popular pastime, the Second World War has been one of its major sources of inspiration. This article contributes to the study of the memory-making potential of historical digital entertainment games, by offering an analysis of The Saboteur, an American game that is set in France during the Second World War and that offers a depiction of an explorable open game world occupied by the Nazi regime. Through an analysis of a game's paratextual positioning, its ludic social discourse, and instances of perceived ludonarrative dissonance from a historical and cultural memory perspective, the article concludes that the game offers a romanticized representation of male violent resistance against the Nazi occupier who is depicted as Manichaeistically evil and a-historically violent. This representation equally reconfirms the dominant cultural memory narratives formulated in France and the United States during and immediately after the war.
AB - Ever since the emergence of digital gaming as a popular pastime, the Second World War has been one of its major sources of inspiration. This article contributes to the study of the memory-making potential of historical digital entertainment games, by offering an analysis of The Saboteur, an American game that is set in France during the Second World War and that offers a depiction of an explorable open game world occupied by the Nazi regime. Through an analysis of a game's paratextual positioning, its ludic social discourse, and instances of perceived ludonarrative dissonance from a historical and cultural memory perspective, the article concludes that the game offers a romanticized representation of male violent resistance against the Nazi occupier who is depicted as Manichaeistically evil and a-historically violent. This representation equally reconfirms the dominant cultural memory narratives formulated in France and the United States during and immediately after the war.
UR - http://www.scopus.com/inward/record.url?scp=85150498755&partnerID=8YFLogxK
U2 - 10.1177/15554120231160904
DO - 10.1177/15554120231160904
M3 - Article
SN - 1555-4120
VL - 19
SP - 1
EP - 21
JO - Games and Culture
JF - Games and Culture
IS - 2
ER -