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Sí, la vida es muy rara. La culpa y el tiempo en "Life is Strange"

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Author(s)
Martín Núñez, Marta
García Catalán, Shaila
Rodríguez Serrano, Aarón
Keywords
Tiempo
Videojuego
Culpa
Life is strange
Time
Videogame
Guilt

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URI
http://hdl.handle.net/20.500.12424/746581
Online Access
http://ddd.uab.cat/record/166313
Abstract
El tiempo, además de poder constituir mecánicas de juego, supone una experiencia fenomenológica y subjetiva que afecta a la jugadora. Life is Strange (Dontnod Entertainement, 2015) lo pone en juego deconstruyendo dos rasgos: el horizonte de la muerte y la posibilidad de dar marcha atrás en los flujos del devenir. Pero, al hacerlo, no hace más que poner de manifiesto toda la tramoya cronológica de la construcción narrativa lúdica: el jugador no teme por la muerte del avatar (puede resucitarlo, o volver atrás en la partida, o pagar un módico precio por su recuperación) y sabe que el propio sentido del devenir ya viene dado de manera diegética a través de la libertad dirigida a la que es sometido, sin que la lógica profunda del tiempo que invierte realizando dichas acciones sea susceptible de ser puesta en crisis. Su justificación como objeto de estudio parte de responder a varios rasgos dolorosamente humanos que otros videojuegos muestran de soslayo: el anhelo de invertir la experiencia del tiempo, el anhelo de no errar ética ni fenomenológicamente, el anhelo de sobrevivir incluso por encima de la constante amenaza de la tragedia inevitable a la que parece abocada Arcadia Bay. Así, la mecánica principal del juego –la posibilidad de volver atrás en el tiempo para cambiar las acciones–, poco novedosa en su concepción, sí se revela determinante para modelar la experiencia de la jugadora y comprometerla éticamente, señalando su culpa. En el siguiente artículo, nos serviremos de las concepciones filosóficas y psicoanalíticas del tiempo, del sentimiento de culpa y del fracaso del héroe cibertextual para explorar cómo afectan a la experiencia lúdica, irremediablemente ética.
Time, as well as a game mechanic, is a phenomenological and subjective experience that affects the player. Life is Strange (Dontnod entertainement, 2015) uses it to deconstruct two game features: the horizon of death and the possibility to reverse the flow of becoming. In doing so, it highlights the entire time rigging of the game narrative construction: the player does not fear the death of the avatar (she can resurrect it, or go back in the game, or pay a small fee for its recovery) and she knows that the sense of becoming is already given by the diegesis through the directed freedom to which she is subjected, without the deep logic of time spent performing these actions being questioned. Its justification as a case study comes as it responds to several painfully human features that other games simply ignore: the longing to reverse the experience of time, the desire to not make mistakes, either ethical or phenomenological, the desire to survive, even over the constant threat of the inevitable tragedy that flows over Arcadia Bay. Thus, the main game mechanics –the possibility of going back in time to change the actions–, while not very innovative in their conception, reveal themselves to be determinant in shaping the experience of the player and in compromising her ethically, pointing to her guilt. In the following article we will use the philosophical and psychoanalytical conceptions of time and the guilt and failure of the cyber-textual hero to explore how they affect the, inevitably ethical, gaming experience.
Date
2016
Type
info:eu-repo/semantics/article
Identifier
oai:ddd.uab.cat:166313
http://ddd.uab.cat/record/166313
02112175p1
Copyright/License
info:eu-repo/semantics/openAccess
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