21 found
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  1. Praise the Sun: The Metaphysics of Dark Souls from the First Flame to the End of Fire.Eric Stein - manuscript
    Through the philosophies of Martin Heidegger, Jacques Derrida, and François Laruelle, this paper deconstructs the metaphysics of the sun that undergirds the worlds of the three Dark Souls games developed by FromSoftware, while also identifying the internal critique of this metaphysics that the Dark Souls games successively elaborate. Indeed, as inversions of the western fantasy model, the three Dark Souls games also labour to invert western philosophy, striking at the heart of Platonic idealism and its variations throughout history.
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  2. Pure Vessels: The Insect and the Other in Dark Souls and Hollow Knight.Eric Stein - manuscript
    FromSoftware’s Dark Souls games (2011, 2014, 2016) and their spiritual successor, Bloodborne (2015), have creatively, and often subversively, utilized insectoid figures as key elements in their worlds, disrupting normative hierarchies of meaning and being throughout the fictional realms of Lordran, Drangleic, Yharnam, and Lothric. Even more obvious is the work undertaken in Team Cherry’s Hollow Knight (2017), an acclaimed “soulslike/metroidvania” that takes place in an entirely subterranean world populated by insects. In games intimately concerned with the status of “humanity,” insects (...)
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  3. The Fire Fades: Navigating the End of the World in FromSoftware's Dark Souls.Eric Stein - manuscript
    What is the role of play at the end of the world? As reports on the climate crisis become increasingly dire, we must ask ourselves what good it is to talk about games, and particularly those games that operate in a fantastic register. The question inevitably arises: why continue to play at all when the world is on fire around us? Indeed, as Emily Rose recently remarked in an article on RE:BIND, not only is the planet on the brink of (...)
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  4. The Dark Sigil Will Guide Thee: The Hollowing Mechanic in FromSoftware's Souls Games.Eric Stein - manuscript
    In developer FromSoftware’s acclaimed Dark Souls trilogy (2011, 2014, 2016), the concept of “hollowing” occupies a central position in the broader thematic landscape of the games. Concerned with the fates of cursed undead in worlds on the brink of collapse, the Dark Souls games present hollowing—a violent, withering insanity—as the doom of all undead who fail to endure their brutal conditions. More than a mere fantasy trope, however, hollowing functions in each game as both a narrative and a mechanical instrument, (...)
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  5. Bodies in Form: Motricity Across Mediums in The Last of Us and The Last of Us: American Dreams.Eric Stein - manuscript
    In his Phenomenology of Perception (2012), Maurice Merleau-Ponty describes bodily existence through the concept of “motricity” (100). The body exists for itself as a “dynamic” posture, a “situational spatiality,” a suite of possibilities that is always already disclosed as the “third term” in the perspectival structure of the world (102, original emphasis). If we apply this concept of the body to the animated bodies we see in contemporary video games—specifically, the bodies of player-characters—we discover video games to be uniquely recursive (...)
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  6. Tactile Thematics: From Power to Skill in FromSoftware's Souls Games.Eric Stein - manuscript
    The incredibly popular Souls games developed by FromSoftware (and their imitators, colloquially referred to as Souls-like games) have followed a fascinating design trajectory since the release of the first game in the franchise, Demon’s Souls, in 2009. In many fantasy roleplaying games, the in-game capacity of the player-character is signified by a ‘level,’ which is typically increased through the acquisition of experience (‘xp’) during gameplay. The more the player plays, the more experience she gains, which increases the player’s level, and (...)
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  7. Bodies in Form, 2: Tabletop Roleplaying as Cosmic Poetics.Eric Stein - manuscript
    Using Maurice Merleau-Ponty's concept of "motricity" and Alva Noë's concept of "organization," this paper offers a phenomenological and enactive approach to tabletop roleplaying games (ttrpgs) as a form of poiesis, making---both auto-poetic, as defined by Humberto Maturana and Francisco Varela, and sym-poietic, as defined by Donna Haraway. This self-making and making-with is not understood in the sense of either self-possession or self-realization, but as a mode of what Stefano Harney and Fred Moten call "fugitive planning," a planning with the potential (...)
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  8. Beasts and Sovereigns: The Zoopolitical Imagination of FromSoftware's Demon's Souls, Bloodborne, and Elden Ring.Eric Stein - manuscript
    Game development studio FromSoftware's work over the last thirteen years has been much concerned with kingship and rule—what it means to be a lord, and what happens to the land when lordship fails. Demon's Souls (2009), the Dark Souls trilogy (2011, 2014, 2016), Bloodborne (2015), Sekiro: Shadows Die Twice (2019), and now, Elden Ring (2022), each ask these questions in their own way, and each provide distinctly varied answers. But across all of these games—and especially across the 'un-trilogy' of Demon's (...)
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  9.  96
    The Lived Politics of the Negative: Tabletop Game Designers on Punk, Practice, and Utopia.Eric Stein, Wendi Yu, Gabriel Caetano Barbosa, Vitor Mattos & Cezar Capacle - manuscript
    Contra the capture of the radical impulse by the homogenizing marketing label ‘hopepunk’, this panel conceives of punk instead as ‘the lived politics of the negative’ (Muñoz, 2013). From this position, tabletop game play and design become potent refusals of the co-opting forces of the Global North, and concrete means for imagining and indeed realizing an outside and an afterward to the present crises shaping the conditions of our planetary existence. This panel mounts a challenge to colonial capitalist hegemony through (...)
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  10. In Search of a Distant Light: Metaphysical Speculation and the Horror of Decision in Elden Ring and Elden Ring: Shadow of the Erdtree.Eric Stein - manuscript
    In Elden Ring, the Shabriri Grape serves as a focal point for the metaphysical speculation that has become distinctive of the studio's oeuvre under the tenure of game director and now company president Hidetaka Miyazaki. As the player-character blindly pulls on the threads of Queen Marika's Golden Order, woven as they are throughout the Lands Between, they find themselves inducted into a metaphysical investigation. Elden Ring toys with questions of ontology and subjectivity that challenge the idealist branch of the Western (...)
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  11. It's More Like a Tendency: Trajectories of the Literary in Kentucky Route Zero.Eric Stein - manuscript
    After seven years of development, the final act of Cardboard Computer's Kentucky Route Zero was released in January of 2020 to widespread acclaim. Hailed by the games scholar and critic Trever Strunk as a "novelistic accomplishment," Kentucky Route Zero has consistently surprised and delighted players with its clever writing, subtly realized characters, and moody set design, while also challenging these players by continually innovating upon both its gamic and literary conventions across its five acts and five interludes. Inasmuch as Kentucky (...)
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  12. Tactile Thematics, 2: Passages of Plurality in FromSoftware's Elden Ring.Eric Stein - manuscript
    Since Demon's Souls (2009), game development studio FromSoftware has demonstrated a concern with subjectivity---a concern that is expressed materially through their mechanical interrogation of the ludic subjectivity that emerges in video game narratives. From game to game, FromSoftware has steadily dismantled the essential or metaphysical subject of play, substituting it with an ever more complex and entangled subject that finds itself embroiled in and compromised by the myths and plots that drive each game's overarching story. By nesting moment-to-moment gameplay loops (...)
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  13. From Governance to Planning: Nuclearity, Ludology, Anarchy.Eric Stein - manuscript
    This paper responds to the call "For Planetary Governance" written by Benjamin Bratton and issued by The Terraforming and Strelka Mag. Through a hermeneutics of the nuclear facilitated by Martin Heidegger, Jean Baudrillard, and Patrick Jagoda, it examines the atomic bomb as the final symbol of a nationalist, metaphysical age of spirit, and the initial structure of a postnational, antimetaphysical age of control. Progressing from Baudrillard's nihilism through Jagoda's ludology, this paper then deploys David Graeber's critique of bureaucracy to interpret (...)
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  14. Production and Pedagogy: Teaching Game Development in the University Classroom.Eric Stein - manuscript
    What might university instructors learn of pedagogy when their work is approached from the perspective of production? More specifically, how might the university classroom be transformed when instructors actively shift their focus as educators away from pedagogy and toward production? Drawing on two academic years of hands on video game production work with students in their second, third, and fourth years at Trinity Western University, and informed by Jacques Rancière's critical project first articulated in The Ignorant Schoolmaster (1987), and more (...)
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  15. It Can't Be For Nothing: Communicating Intentions for Play Through Trophy Design in The Last of Us and The Last of Us Part II.Eric Stein - manuscript
    To borrow from Katherine Isbister, a games researcher and educator, one of my primary concerns when it comes to the study and design of games is "how games move us." Isbister's invocation of "movement" has a double meaning---that is, to be moved as both an emotional and an embodied experience. Indeed, in chapter three of her book, "Bodies at Play," Isbister explores precisely this intersection between feeling and the body. Following Isbister, this talk examines both games in developer Naughty Dog's (...)
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  16. The Torqued Horizon: Preliminary Notes on the Hypersurface of the Real.Eric Stein - manuscript
    This paper uses Quentin Meillassoux's After Finitude to re-read Martin Heidegger's Being and Time, Jean-Paul Sartre's Being and Nothingness, and Jacques Derrida's Voice and Phenomenon, with an eye toward releasing the subject from its correlationist, anthropocentric basis in traditional readings of Heidegger's dasein. By beginning with Meillassoux, and with the help of Gilbert Simondon, this study resituates the possibility of the subject in being, as one possible movement of being, rather than as a distinct power over and against being.
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  17. Thoreau’s Cabin: An Economy of Space, Sociality, and the Commons.Eric Stein - manuscript
    “Economy,” the opening chapter of Thoreau’s Walden, is a lengthy exploration of the conditions of existence of the New England settler. Before encountering his famous wish to “live deliberately” (83), readers of Walden are confronted with Thoreau’s sardonic treatment of the so-called “serfs” of Concord, Massachusetts, and immersed in his economic theorizing (7). For one whose thought has influenced the likes of Mahatma Gandhi and Martin Luther King Jr., Thoreau’s repudiation of his community might come across as aloof and asocial, (...)
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  18. No Dice, No Masters: Procedures for Emancipation in Dream Askew / Dream Apart.Eric Stein - manuscript
    This study of Avery Alder and Benjamin Rosenbaum's Belonging Outside Belonging system for tabletop roleplaying games (ttrpgs) follows in Jacques Rancière's project of ignorance, as set out in The Ignorant Schoolmaster (1987) and as continued in The Emancipated Spectator (2008). With Rancière's politics as a framework, this study works backward from Ian Bogost's Persuasive Games (2007) to his Unit Operations (2006), and then to Alain Badiou's Manifesto for Philosophy (1989), in order to recover the radical politics undergirding Bogost's distinct method (...)
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  19. Play to Lose: Animation, Failure, and the Milieu in Trophy Dark.Eric Stein - manuscript
    In her essay "Reclaiming Animism" (2012), Isabelle Stengers writes that reclaiming "means recovering, and, in this case, recovering the capacity to honor experience, any experience we care for, as 'not ours' but rather as 'animating' us, making us witness to what is not us." It is this notion of animation that mobilizes this paper on Jesse Ross's tabletop roleplaying game Trophy Dark (2021), and which informed my own experience as simultaneous game facilitator and game design instructor for a class of (...)
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  20. Narratives of Blood: Justice, Empire, and Billy Budd, Sailor.Eric Stein - manuscript
    Herman Melville’s posthumously published novella, Billy Budd, Sailor (An Inside Narrative), is the tragic tale of a naïve young sailor impressed into the British Navy who, after being falsely accused of mutiny by a commanding officer, lashes out at his accuser and inadvertently kills him. The captain of the ship, though fully aware of Billy’s essential innocence in the matter, convicts him anyway, choosing to perform his duty as an officer and servant of the king. Billy is hanged. Order is (...)
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  21. Dreams of Extraction: The Techno-Ecological Imaginary of Bethesda Game Studios' Starfield.Eric Stein - manuscript
    This paper takes up Bethesda Game Studios' Starfield (2023) as an aesthetic artefact, carefully attending to the thematics of the game's narrative in their operation as structuring "thought patterns" for the player's experience of the game, thought patterns that give form to the "sensible fabric" of the game and so constitute an imaginary or "distribution of the sensible" that requires critique (Rancière, 2013). Utilizing the aesthetic and material-economic theories of Nicolas Bourriaud, Jacques Rancière, Jussi Parikka, and David Graeber, this paper (...)
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