The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character

This thesis proposes a model for analysing the process by which video games make players complicit in the actions of the player-character (avatar). Empathy, responsibility and desire are the formational elements of complicity and are the concepts I identify within three video games. Katherine Isbist...

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Main Author: Muggeridge, B.G.M.
Format: Thesis (University of Nottingham only)
Language:English
Published: 2021
Subjects:
Online Access:https://eprints.nottingham.ac.uk/64507/
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author Muggeridge, B.G.M.
author_facet Muggeridge, B.G.M.
author_sort Muggeridge, B.G.M.
building Nottingham Research Data Repository
collection Online Access
description This thesis proposes a model for analysing the process by which video games make players complicit in the actions of the player-character (avatar). Empathy, responsibility and desire are the formational elements of complicity and are the concepts I identify within three video games. Katherine Isbister’s proposed ‘levels of projection’ are also used to explain how a player relates to the player-character in order for the exchange of empathy, responsibility and desire to be effective. The games I have chosen to analyse are Assassin’s Creed II, BioShock and Dark Souls, each of which use gameplay and narrative design in unique ways to make players complicit.
first_indexed 2025-11-14T20:46:47Z
format Thesis (University of Nottingham only)
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institution University of Nottingham Malaysia Campus
institution_category Local University
language English
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publishDate 2021
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spelling nottingham-645072021-06-08T12:15:14Z https://eprints.nottingham.ac.uk/64507/ The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character Muggeridge, B.G.M. This thesis proposes a model for analysing the process by which video games make players complicit in the actions of the player-character (avatar). Empathy, responsibility and desire are the formational elements of complicity and are the concepts I identify within three video games. Katherine Isbister’s proposed ‘levels of projection’ are also used to explain how a player relates to the player-character in order for the exchange of empathy, responsibility and desire to be effective. The games I have chosen to analyse are Assassin’s Creed II, BioShock and Dark Souls, each of which use gameplay and narrative design in unique ways to make players complicit. 2021-03-15 Thesis (University of Nottingham only) NonPeerReviewed application/pdf en cc_by https://eprints.nottingham.ac.uk/64507/1/20201828_U7PCTSST.pdf Muggeridge, B.G.M. (2021) The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character. MRes thesis, University of Nottingham. video game complicity desire responsibility empathy
spellingShingle video game
complicity
desire
responsibility
empathy
Muggeridge, B.G.M.
The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character
title The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character
title_full The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character
title_fullStr The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character
title_full_unstemmed The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character
title_short The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character
title_sort complicit player: how assassin’s creed ii, bioshock and dark souls use narrative and gameplay design to make the player complicit with the actions of the player-character
topic video game
complicity
desire
responsibility
empathy
url https://eprints.nottingham.ac.uk/64507/