New Ergodic Narratives in Video Games and Television Series
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Abstract
Ergodic literature is defined by the requirement of non-trivial effort from the reader to navigate the text—an interaction that is inherently present in video games, though also increasingly found in certain audiovisual productions. This article seeks to bring structure to the classification of ergodic narratives as they appear both in video games and in other storytelling media, through the analysis of a representative sample. It further aims to contribute to the theoretical development of two specific forms of ergodic narrative: transmedial and raccontiana.
Transmedial ergodic literature considers the role of new media and emerging technologies, enabling the user to move beyond a limited decision-making role to become an active agent in the narrative—even functioning as an off-stage character. The raccontiana proposal, meanwhile, involves manipulating the hidden layer of a storyline through what could be likened to a Schrödinger’s cat effect. This is achieved by applying ergodic decision-making dynamics to racconto scenes (Rondolino & Tomasi, 1995), thereby altering the timeline prior to the storyworld’s conventional starting point.
This narrative approach allows for a wider diversification of outcomes by modifying elements that are typically rigid and central to the plot.
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