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Silent Games: Influence of German Expressionism In Dystopian Video Games- Inside, Little Nightmares, Monochroma

Year 2022, , 1076 - 1095, 30.09.2022
https://doi.org/10.37679/trta.1142904

Abstract

As tools of game development become accessible to more people, video games come closer to being an art form, rather than mere entertainment, without losing their entertainment value. Albeit the artistic value of video games has been accepted in time, the word ‘game’ causes people to overlook its relationship with art. The aim of this paper is to focus on this problem by analyzing Little Nightmares, Inside and Monochroma, in the context of German Expressionism as well as other art movements and the silent movie era, and try to explain how these games use art as a means of artistic expression while creating psychological horror and dystopian worlds. Studied games are independent games that are similar both visually and thematically. These aspects determined the boundaries of the study. In this qualitative study, chosen games are analyzed through semiotic analysis. The study showed that expressionist techniques such as distorted images, and strong contrasts in lighting have been used to build the game world and create an uncanny, totalitarian atmosphere; developers took advantage of the silent movie era and cinematic techniques to convey the narrative visually, without using dialogs. Their interactivity and unique mechanics transform art into a medium that can be experienced rather than a spectacle.

References

  • Bassie, A. (2008). Expressionism, New York: Parkstone International.
  • Birmingham, E. (2014). “Antimodernism as the Rhetoric of Steampunk Anime.” In Clockwork Rhetoric, edited by Barry Brummett, Mississipi: University Press of Mississippi, 61-79.
  • de Syon, G. (2002). Zeppelin! Germany and the Airship 1900-1939, Baltimore: The Johns Hopkins University Press.
  • de Syon, G. (2008). Science and Tehcnology in Modern European Life, London: Greenwood Press.
  • Derrat, M. (2016). “Inside- Story Explanation and Analysis”, Youtube video, Accessed June 15, 2022, https://www.youtube.com/watch?v=P2NXvDuz520.
  • Eisner, L. H. (1969). The Haunted Screen. Translated by Roger Greaves. London: Thames and Hudson.
  • Freud, S. (2004). “The Uncanny.” In Literary Theory: An Anthology, edited by Julie Rivkin and Michael Ryan, Second Edition. Maiden: Blackwell Publishing. 418-430.
  • Gombrich, E. H. (1989). The Story of Art, London: Phaidon Press.
  • Hall, M.M., Gunn J. (2014) .” There is Hope for Future.” In Clockwork Rhetoric, edited by Barry Brummett, Mississipi: University Press of Mississippi. 3-18.
  • Huizinga, J. (1949). Homo Ludens, London: Routledge.
  • Juul, J. (2005). Half-Real Video Games Between Real Rules Fictional Worlds, Cambridge: MIT Press.
  • Kökçeoğlu, S. (2013). “Film Gibi ve Farklı Bir Oyun: Monochroma.” Accessed June 10, 2022, http://www.otekisinema.com/film-gibi-ve-farkli-bir-oyun-monochroma/.
  • Kracauer, S. (2004). From Caligari to Hitler, New Jersey: Princeton University Press.
  • Moore, C. (2010). Propaganda Prints, London: A&C Black.
  • Scheunemann, D. (2003). “The Double, The Décor, and the Framing Device: Once More on Robert Wiene’s the Cabinet of Dr. Caligari” In Expressionist Film New Perspectives, edited by Dietrich Scheunemann, 125-56. London: Camden House.
  • Tavinor, G. (2009). “Bioshock and Art of Rapture.” In Philosophy and Literature, Volume 33, Number 1. Baltimore: The Johns Hopkins University Press. 91-106.
  • Truffaut, F. (2017). Hitchcock, 1962. London: Faber&Faber.

Sessiz Oyunlar: Alman Dışavurumculuğun Distopik Oyunlardaki Etkisi-Inside, Little Nightmares, Monochroma

Year 2022, , 1076 - 1095, 30.09.2022
https://doi.org/10.37679/trta.1142904

Abstract

Oyun geliştirme araçları gittikçe daha çok insanın ulaşabileceği duruma geldikçe, video oyunları da salt eğlence olmaktan çıkarak, ancak eğlence değerini de kaybetmeksizin, bir sanat formu olmaya yaklaşmıştır. Ancak her ne kadar video oyunlarının sanatsal değeri daha fazla kabul görse de, ‘oyun’ tanımlaması, sanatla olan ilişkisinin çoğu zaman gözden kaçırılması problemini doğurmaktadır. Bu çalışmanın amacı, Little Nightmares, Inside ve Monochroma adlı oyunları merkezde Alman Dışavurumculuk olmak üzere oyunlarla bağlantılı diğer sanat akımları ve sessiz sinema çerçevesinde incelemek; bu oyunların psikolojik korku ve distopik dünyalar yaratırken sanatı nasıl bir dışa, vurum aracı olarak kullandığını açıklamaya çalışmaktır. İncelenen oyunlar, görsel ve tematik olarak benzer olmakla birlikte bağımsız oyunlardır. Bahsedilen noktalar, çalışmanın sınırlarını oluşturmuştur. Bu nitel çalışma için seçilen oyunlar göstergebilimsel çözümleme yöntemi ile analiz edilmiştir. Gerek oyun dünyasının inşası gerekse tekinsiz, baskıcı bir atmosfer oluşturmak için dışavurumculuğun imgeleri çarpıtma gibi tekniklerinden, ışık kontrastlarından; anlatılarını yalnızca görüntülerle, diyalog kullanmadan anlatabilmek için sessiz sinema döneminin yapısından ve sinematografik aygıtlardan faydalandıkları görülmüştür. Etkileşimli yapıları ve kendilerine has mekanikleri ise sanatı seyirlik olmaktan çıkarmakta, deneyimlenen bir mecraya dönüştürmektedir.

References

  • Bassie, A. (2008). Expressionism, New York: Parkstone International.
  • Birmingham, E. (2014). “Antimodernism as the Rhetoric of Steampunk Anime.” In Clockwork Rhetoric, edited by Barry Brummett, Mississipi: University Press of Mississippi, 61-79.
  • de Syon, G. (2002). Zeppelin! Germany and the Airship 1900-1939, Baltimore: The Johns Hopkins University Press.
  • de Syon, G. (2008). Science and Tehcnology in Modern European Life, London: Greenwood Press.
  • Derrat, M. (2016). “Inside- Story Explanation and Analysis”, Youtube video, Accessed June 15, 2022, https://www.youtube.com/watch?v=P2NXvDuz520.
  • Eisner, L. H. (1969). The Haunted Screen. Translated by Roger Greaves. London: Thames and Hudson.
  • Freud, S. (2004). “The Uncanny.” In Literary Theory: An Anthology, edited by Julie Rivkin and Michael Ryan, Second Edition. Maiden: Blackwell Publishing. 418-430.
  • Gombrich, E. H. (1989). The Story of Art, London: Phaidon Press.
  • Hall, M.M., Gunn J. (2014) .” There is Hope for Future.” In Clockwork Rhetoric, edited by Barry Brummett, Mississipi: University Press of Mississippi. 3-18.
  • Huizinga, J. (1949). Homo Ludens, London: Routledge.
  • Juul, J. (2005). Half-Real Video Games Between Real Rules Fictional Worlds, Cambridge: MIT Press.
  • Kökçeoğlu, S. (2013). “Film Gibi ve Farklı Bir Oyun: Monochroma.” Accessed June 10, 2022, http://www.otekisinema.com/film-gibi-ve-farkli-bir-oyun-monochroma/.
  • Kracauer, S. (2004). From Caligari to Hitler, New Jersey: Princeton University Press.
  • Moore, C. (2010). Propaganda Prints, London: A&C Black.
  • Scheunemann, D. (2003). “The Double, The Décor, and the Framing Device: Once More on Robert Wiene’s the Cabinet of Dr. Caligari” In Expressionist Film New Perspectives, edited by Dietrich Scheunemann, 125-56. London: Camden House.
  • Tavinor, G. (2009). “Bioshock and Art of Rapture.” In Philosophy and Literature, Volume 33, Number 1. Baltimore: The Johns Hopkins University Press. 91-106.
  • Truffaut, F. (2017). Hitchcock, 1962. London: Faber&Faber.
There are 17 citations in total.

Details

Primary Language English
Subjects Communication and Media Studies
Journal Section Articles
Authors

Volkan Erol 0000-0002-7508-5454

Publication Date September 30, 2022
Submission Date July 10, 2022
Acceptance Date September 23, 2022
Published in Issue Year 2022

Cite

APA Erol, V. (2022). Silent Games: Influence of German Expressionism In Dystopian Video Games- Inside, Little Nightmares, Monochroma. TRT Akademi, 7(16), 1076-1095. https://doi.org/10.37679/trta.1142904