Nostalgia Games: Replaying The Past
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Open Access
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ThesisThesis type
HonoursAuthor/s
Gonlin, MarionAbstract
This thesis aims to analyse the function of a “nostalgia game” – games that intentionally reference to the past to broaden their appeal. The two games chosen for analysis are Yacht Club Games’ Shovel Knight (2014) and Nintendo’s The Legend of Zelda: Breath of the Wild (2017). Shovel ...
See moreThis thesis aims to analyse the function of a “nostalgia game” – games that intentionally reference to the past to broaden their appeal. The two games chosen for analysis are Yacht Club Games’ Shovel Knight (2014) and Nintendo’s The Legend of Zelda: Breath of the Wild (2017). Shovel Knight exemplifies a game purposefully designed as a celebration of classic videogames on the NES form the late 1980s to early 1990s by using retro aesthetics and old game design conventions. Breath of the Wild demonstrates how a game series looks to its roots for innovation – the original Legend of Zelda released in 1986. The analysis will be divided in two sections for each game. The first section looks at the recurrence of game mechanics and references both games make through the concept of “remediation” (Bolter & Grusin, 1999) and how the games use nostalgia. The second section looks at the micro-temporalities of the games and how they reflect the games they are referencing. These micro-temporalities are referred to as “seriality” (Denson & Jahn-Sudmann, 2015). The wider purpose of this thesis is to lay the groundwork for future research into the field of nostalgic videogames.
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See moreThis thesis aims to analyse the function of a “nostalgia game” – games that intentionally reference to the past to broaden their appeal. The two games chosen for analysis are Yacht Club Games’ Shovel Knight (2014) and Nintendo’s The Legend of Zelda: Breath of the Wild (2017). Shovel Knight exemplifies a game purposefully designed as a celebration of classic videogames on the NES form the late 1980s to early 1990s by using retro aesthetics and old game design conventions. Breath of the Wild demonstrates how a game series looks to its roots for innovation – the original Legend of Zelda released in 1986. The analysis will be divided in two sections for each game. The first section looks at the recurrence of game mechanics and references both games make through the concept of “remediation” (Bolter & Grusin, 1999) and how the games use nostalgia. The second section looks at the micro-temporalities of the games and how they reflect the games they are referencing. These micro-temporalities are referred to as “seriality” (Denson & Jahn-Sudmann, 2015). The wider purpose of this thesis is to lay the groundwork for future research into the field of nostalgic videogames.
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Date
2017-10-01Licence
OtherRights statement
The author retains copyright of this thesis. It may only be used for the purposes of research and study. It must not be used for any other purposes and may not be transmitted or shared with others without prior permission.Faculty/School
Faculty of Arts and Social Sciences, School of Art, Communication and EnglishDepartment, Discipline or Centre
Department of Media and CommunicationsShare