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Tkalec, Gordana; Franov, Morana
Medijska istraživanja, 06/2023, Volume: 29, Issue: 1Journal Article, Web Resource
Rad je deskriptivna studija slučaja provedena formalnom analizom obilježja (engl. gameplay) videoigre Vještac III: Divlja potjera (engl. Witcher III: Wild Hunt). Cilj je rada utvrđivanje postojanja, razina i pojavnih oblika intertekstualnosti i tematskih područja, a svrha je prikazati razine intertekstualnosti i niz različitih načina na koje ih videoigra koristi, što doprinosi njezinoj interaktivnosti i odražava se na zanimljivost obilježja igre te, posljedično, na njezinu privlačnost i uspješnost. Istraživanjem je utvrđeno da intertekstualnost postoji i da se pojavljuje na svim razinama igre, od njezine tematike, naslova i tema određenih misija do prikrivenih poruka. Intertekstualnost se u igri pojavljuje u verbalnom, pisanom i vizualnom obliku. U verbalnom obliku pojavljuje se kod interaktivnih, neinteraktivnih likova i pri upotrebi glazbe. Pisani se oblik pojavljuje u pismima, dokumentima i knjigama, ali i u imenima, nazivima područja i epitafima. Vizualna pojava intertekstualnosti implementirana je dizajnom okruženja videoigre i u umjetninama koje se nalaze u igri. Uz spomenuto, ističu se reference na samu igru unutar igre. S aspekta tematske pokrivenosti, intertekstualnost pokriva velik broj područja koja se isprepleću u odnosu na razine pojavnosti od kojih su najizraženija mitologija, reference na srednji vijek, književnost, likovnu i filmsku umjetnost, glazbu, kemiju, ekonomiju, gastronomiju, kao i općenita prožetost igre referencama na istraživače, otkrića i znanost. Istraživanje doprinosi boljem razumijevanju utjecaja i implementacije intertekstualnosti s aspekta izrade videoigara i s aspekta igranja videoigara. This paper presents a descriptive case study based on the formal analysis of gameplay of the video game The Witcher III: Wild Hunt. The objective is to determine the occurrence, levels and thematic aspects of the phenomenon of intertextuality. The purpose of this research is to showcase the levels of intertextuality and several different ways in which it is used, all of which contribute to the game’s interactivity, game engagement and, consequently, its appeal and success. The research has shown that intertextuality permeates all levels of the game – starting from its theme, through the titles and storylines of certain quests, all the way to the hidden messages. Intertextuality in this video game takes on verbal, written and visual forms. In its verbal attire, it is present in interactive and non-interactive characters, but also in the music. In writing, it is visible in letters, documents and books, but also in personal names, site names and epitaphs. The visual phenomenon of intertextuality is implemented through the design of the video game environment and comes to light primarily through the artwork that can be seen within the game. An interesting expression of intertextuality at hand is the game’s meta-reference to itself. In terms of thematic coverage, intertextuality referred to herein encompasses a wide variety of intertwined areas in relation to incidence, the most prominent of which are mythology, references to the Middle Ages, literature, fine arts, film, music, chemistry, economics, gastronomy. Also, the game teems with mentions of researchers, discoveries and scientific facts. The research contributes to a better understanding of the implementation of intertextuality from both the aspect of creating and playing video games.
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