Graduation Date
6-2016
Document Type
Thesis
Department/Program Conferring Degree
English
Keywords
video games, Assassin's Creed, Ubisoft, contemporary literature, fictional worlds
Abstract
In the digital age, fictional narratives worthy of serious analysis are no longer confined to print. In recent years, video games have come under the eye of scholars from many fields. What can video games offer? How do they change the hature of fictional narrative? And how can we study them with a critical eye? The "Assassin’s Creed" universe is an ideal case study for analyzing the fictional worlds video games create using narrative. The "Assassin's Creed" narrative is composed of two parts: a present day narrative and a memory narrative set in a stylized historical past. The present day narrative accesses the memory narrative in a similar way that a player accesses the video game narrative. In addition to mirroring the gaming experience, the "Assassin's Creed" narrative had become a fictional world that has extended to other media. These are not just recreations of the story presented in the games, but new narratives that live within the "same" fictional universe.
Recommended Citation
Diaz, Karina, "The story of a video game: reading the Assassin's Creed universe" (2016). College of Liberal Arts & Social Sciences Theses and Dissertations. 210.
https://via.library.depaul.edu/etd/210