Quest as a Narrative Phenomenon: From the Chivalric Romance to an Independent Story

  • Maria Alexandrovna Shteynman National Research University Higher School of Economics
  • Dmitry Andreevich Terekhov National Research University Higher School of Economics https://orcid.org/0000-0002-4744-128X
Keywords: digital media, game studies, ludic narrative, ludology, quest, video games, romance

Abstract

The presented article gives a perspective on side quests as a narrative phenomenon. Existing in at least two separate fields, namely literature and game studies, the quest has institutionalized within the video game sphere as untility-based concept. Nevertheless, this approach significantly oversimplifies the idea of the quest and undermines its study. The true narrative potential of the quest can be grasped and elucidated  only with the help of tracking down the concept genesis - stressing its literature and philosophical-ethical roots. This statement is especailly significant for the yet poorly studied phenomenon of the side quest. Futhermore, the given classification of the side quests is based upon the peculiarities of the video game storytelling. The side quests are divided in three groups according to their relations with the main plot. These groups are named bifurcators, complementary side quests, and satellies. As the main theoretical finding, the conclusion about the obtainmnet of their own frames by the side quests is made. This allows to distinguish them from other stories within the same game, possibly building a fully independent creation without another work, although the different types of the side quests have the varying levels of frame impenetrability.

Downloads

Download data is not yet available.

Author Biographies

Maria Alexandrovna Shteynman, National Research University Higher School of Economics

Candidate of Philosophy, Professor

Dmitry Andreevich Terekhov, National Research University Higher School of Economics

Student of the Doctoral Programme “Culturology”, Lecturer

References

Барт, Р. (1987). Введение в структурный анализ повествовательных текстов (Г. К. Косиков, пер.). В. Л. Янин, Л. Г. Андреев, С. С. Дмитриев, Я. Н. Засурский, А. Ч. Козаржевский, Ю. С. Кукушкин, В. И. Кулешов, В. В. Кусков, П. А. Николаев, В. И. Семанов, А. А. Тахо-Годи, Н. С. Тимофеев, А. С. Хорошев, и А. Л. Хорошкевич (ред.), Зарубежная эстетика и теория литературы XIX–XX вв.: Трактаты, статьи, эссе (сс. 387–422). МГУ.

Бахтин, М. М. (2000). Эпос и роман. Азбука.

Боровая, А. Ю. (2015). Функционирование нарративного квеста в трансмедиальном пространстве. Мировая литература на перекрестье культур и цивилизаций, 10(2), 14–20.

Боровая, А. Ю. (2017). Псевдорелигиозный квест как составляющая европейской культуры. Мировая литература на перекрестье культур и цивилизаций, 17–18(1–2), 32–39.

Ведьмак 3: Дикая охота. (2015). «1С».

Квесты (Ведьмак 3). (н. д.). Ведьмак Вики. https://vedmak.fandom.com/wiki/Квесты_(Ведьмак_3)

Лотман, Ю. М. (1970). Структура художественного текста. Искусство.

Мелетинский, Е. М. (1995). Поэтика мифа. Издательская фирма «Восточная литература» РАН. (Первоисточник опубликован в 1976 г.).

Михайлов, А. Д. (1976). Французский рыцарский роман и вопросы типологии жанра в средневековой литературе. Наука.

Михайлов, А. Д. (1993). Артуровские легенды и их эволюция. Т. Мэлори, Смерть Артура (сс. 793–828). Наука.

Мортон, А. Л. (1993). Артуровский цикл и развитие феодального общества (Г. Е. Прохорова, пер.). Т. Мэлори, Смерть Артура (сс. 767–792). Наука.

Мэлори, Т. (1993). Смерть Артура. Наука.

Хёйзинга, Й. (2019). Homo ludens. Человек играющий. Азбука-Классика. Non-Fiction.

Aarseth, E. (2005). From Hunt the Wumpus to EverQuest: Introduction to Quest Theory. In F. Kishino, Y. Kitamura, H. Kato, & N. Nagata (Eds.), ICEC 2005: Entertainment Computing — ICEC 2005 (pp. 496–506). Springer.

Aarseth, E. (2012). A narrative theory of games. Proceedings of the international conference on the foundations of digital games, 4(1), 129–133.

Auden, W. (1968). The Quest Hero. In N. D. Isaacs, & R. A. Zimbardo (Eds.), Tolkien and the Critics: Essays on J. R. R. Tolkien's The Lord of the Rings (pp. 40–62). University of Notre Dame Press.

Cardona-Rivera, E., Debus, M. S., & Zagal, J. C. (2020). A Typology of Imperative Game Goals. Game Studies, 20(3). http://gamestudies.org/2003/articles/debus_zagal_cardonarivera

Dishonored 2. (2016). Bethesda Softworks.

Frye, N. (1957). Anatomy of Criticism. Princeton University Press.

Howard, J. (2008). Quests: Design, Theory, and History in Games and Narratives. A K Peters.

Karlsen, F. (2008). Quests in Context: A Comparative Analysis of Discworld and World of Warcraft. Game Studies, 8(1). http://gamestudies.org/0801/articles/karlsen

King’s Quest. (1983). Sierra On-Line.

Salen, K., & Zimmerman, E. (2004). Rules of Play — Game Design Fundamentals. The MIT Press.

Sherlock Holmes: Chapter One. (2021). Frogwares.

Space Quest I. (1986). Sierra On-Line.

Published
2022-11-18
How to Cite
Shteynman M. A., & Terekhov D. A. (2022). Quest as a Narrative Phenomenon: From the Chivalric Romance to an Independent Story. Communications. Media. Design, 7(4), 104-123. Retrieved from https://cmd-journal.hse.ru/article/view/14396
Section
Scientific Articles