El metajuego y la subversión de la narrativa tradicional en The Stanley Parable
DOI:
https://doi.org/10.5007/1807-9288.2015v11n2p71Abstract
The Stanley Parable es un ejemplo magistral de metajuego, por medio del cual se realiza una reflexión paródica sobre el lenguaje videolúdico y su diferencia con la narrativa tradicional. Con este artículo se pretende llevar a cabo una aproximación al tema central de este título –el metajuego y la interactividad del jugador–, partiendo para ello de la teoría de los frames ontológicos y de la constitución del Círculo Mágico a través de estos. De esta manera, comprobaremos como se produce un constante cambio de marco de realidad por medio de la voz del Narrador, mediante lo cual podemos observar la dicotomía jugador/personaje, marcada por la agencia.
References
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Referencias ludográficas:
Minecraft (Mojang AB, 2011)
Papers, please! (Lucas Pope, 2013)
Portal (Valve, 2007)
Quake II (id Software, 1997)
The Stanley Parable (Galactic Cafe, 2013)
Referencias filmográficas:
: Una odisea en el espacio (Kubrick, Stanley, 1968)
Star Trek: The Next Generation, cap.11, temp.7, Parallels (Wiemer, 1993)
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