The Retrospective and Retrocursive Stances in Retro Game Aesthetics: How DuckTales: Remastered Got the Last Quack

This chapter uses DuckTales: Remastered (WayForward 2013) as an exemplary case to understand the differing conceptions of authenticity and nostalgia that are mobilized when discussing the “retro” phenomenon. Retrospection involves looking backward towards the historical past from our contemporary present, while retrocursion involves walking backward and displacing ourselves into a

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Diablo

Shipped out at the very end of 1996, Diablo became a hit PC game in 1997, selling more than two million copies and eventually becoming a flagship franchise for Blizzard Entertainment. More importantly, it proved hugely influential in three key domains. Diablo opened a new line in the RPG (role-playing

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The Character as Subjective Interface

This paper re-frames virtual interactive characters as “subjective interfaces” with the purpose of highlighting original affordances for interactive storytelling through conversation. This notion is theoretically unpacked in the perspectives of narratology, interaction design and game design. Existing and imagined scenarios are presented in which subjective interfaces are elevated as core

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