Tragedy in Last Day of June, Through Murray

Group project summary, by leader Joe Gill

The Last Day of June is a beautiful, heart-wrenching game that effectively utilizes Janet Murray’s constructions of Agency and Transformation in order to create an effective tragic video game. The game centers on Carl and June, a couple whom tragedy strikes. After a car accident takes the life of June, Carl gains the power to control his neighbors in the past, and through changing their actions the day of the crash, he hopes to ultimately change the fate of his wife. The tragedy of the game is brought to its full emotional power in part due to the effective construction of bounded player agency and creative character transformation.

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The Legacy of Der müde Tod in Last Day of June: Creating Tragedy in Games

Group project summary, by leader Leo Alvarez

Tragedy is hard to pull off in video games, a medium so driven by the player’s desire to accomplish tasks and achieve the goals set forth by the game designers. What’s more, joining the formerly separated roles of the viewer and the on-screen character into one presents unique challenges in terms of creating motivation and working with the newly bridged psychical distance to create an effective tragedy. With all of these obstacles in its way, how can a game like Last Day of June possibly hold a candle to a tragic film like Der müde Tod? In its use of an episodic structure, a “retry narrative” and a final sacrifice, Last Day of June carries and builds on the legacy of Fritz Lang’s silent film Der müde Tod, ushering the death-defying romantic tragedy template into the era of video-games, and exemplifying how tragedy can be possible in a game.

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Interesting Games of 2017: Games Telling Stories

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I’m facing a quickly-approaching deadline for some genuine academic writing, so I’ve got to put a cap on my efforts to play every game that came out in 2017. This is the final post of this series I have planned, and it’s admittedly a bit slapdash. The theme is basically just “remaining games that did interesting things with storytelling,” which is admittedly pretty broad. Still, good games in here.

Ground rules: Unlike in previous entries, I’m not going to include any games that got a mention in my mid-2017 round-up. My time is too tight to indulge in such redundancies.

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