Playing rogues

Picaresque experiences in videogames

Authors

DOI:

https://doi.org/10.7557/23.7750

Keywords:

role-playing video games, video games, literature, narrative, agency, mechanics, Picaresque literature

Abstract

This article explores how video games, with no apparent connection to the literary rogue, still articulate Picaresque episodes and simulate Picaresque experiences through their intended gameplay and worldbuilding. These experiences are a specific expression of the combination of mechanics, narrative, and the agency of the player around a defined type of character, the rogue. They show how pervasive the influence of Picaresque Literature is, influencing design choices and informing key forms of being and acting in virtual worlds. This paper aims to define what a Picaresque experience in video games is and how it is possible to produce them. To achieve this, three video games will be analysed to show the different specific tools video games use to enable these experiences. The analyses will be supported by a theoretical framework based on existing bibliography about agency, videoludic narrative, mechanics, and Picaresque Literature with the objective of offering a comprehensive description of Picaresque experiences while also explaining them as a transmedia phenomenon that demonstrates the influence of Picaresque Literature in video games.

Publication Facts

Metric
This article
Other articles
Peer reviewers 
2
2.4

Reviewer profiles  N/A

Author statements

Author statements
This article
Other articles
Data availability 
N/A
16%
External funding 
No
32%
Competing interests 
N/A
11%
Metric
This journal
Other journals
Articles accepted 
12%
33%
Days to publication 
153
145

Indexed in

Editor & editorial board
profiles
Academic society 
N/A
Publisher 
Septentrio Academic Publishing

References

Akbar, F., & Kusumasari, B. (2022). Making public policy fun: How political aspects and policy issues are found in video games. Policy Futures in Education, 20(5), 646–660. https://doi.org/10.1177/14782103211033071 https://doi.org/10.1177/14782103211033071

Alcalá Yáñez, J. (2001). Alonso, mozo de muchos amos (I-II). In Sevilla F. (Ed.), La novela picaresca española. Castalia. (Original work published 1624–1626)

Anonymous. (2019). Lazarillo de Tormes. Cátedra. (Original work published 1554)

Ardila, J. A. G. (2010). Introduction: Transnational Picaresque. Philological Quarterly, 89, 1–11.

Ardila, J. A. G. (2015). The Picaresque novel in Western literature: from the sixteenth century to the neopicaresque. Cambridge University Press.

Arkane Studios. (2012). Dishonored. [PC]. Bethesda Softworks.

Asprin, R. L. et al. (1981). Robert L. Asprin’s Thieves’ World. [Tabletop Game]. Chaosium.

Baldritch, M. (2019). La pícara y la novela picaresca. KDP.

Barthes, R. (1972). Mythologies (A. Lavers, Trans.). The Noonday Press.

Bataillon, M. (1969). Pícaros y picaresca. Taurus.

Berezkin, Y. E. (2010). Tricksters trot to America: Areal distribution of folklore motifs. Folklore: Electronic Journal of Folklore, 46, 125–142. https://doi.org/10.7592/ FEJF2010.46.berezkin https://doi.org/10.7592/FEJF2010.46.berezkin

Bergstrom, E. J. S. (2019). Emergent virtual storytelling: Exploring the dynamics of Meaning-Making in video game narrative. [Doctoral dissertation, Pacifica Graduate Institute].

Berents, H., & Keogh, B. (2019). Dominant, damaged, disappeared: imagining war through videogame bodies. Australian Journal of Political Science, 54(4), 515–530. https://doi.org/10.1080/10361146.2019.1663402 https://doi.org/10.1080/10361146.2019.1663402

Bethesda Game Studios. (2011). The Elder Scrolls V: Skyrim. [PC]. Bethesda Softworks.

BioWare. (1998). Baldur’s Gate. [PC]. Black Isle Studios.

BioWare. (2000). Baldur’s Gate II: Shadows of Amn. [PC]. Black Isle Studios.

BioWare. (2009). Dragon Age: Origins. [PC]. Electronic Arts.

BioWare. (2011). Dragon Age II. [PC]. Electronic Arts.

BioWare. (2014). Dragon Age: Inquisition. [PC]. Electronic Arts.

Bjornson, R. (1977). The Picaresque novel in France, England, and Germany. Comparative Literature, 29, 124–147. https://doi.org/10.2307/1770145 https://doi.org/10.2307/1770145

Blom, J. (2023). Video Game Characters and Transmedia Storytelling: The dynamic game character. Amsterdam University Press. https://doi.org/10.1515/9789048553495 https://doi.org/10.5117/9789463722957

Bodi, B. (2023). Video games and agency. Routledge. https://doi.org/10.4324/978100-3298786

Bodi, B. and Thon, J.-N. (2020). Playing stories? Narrative-dramatic agency in Disco Elysium (2019) and Astroneer (2019). Frontiers of Narrative Studies, 6(2), 157–190. https://doi.org/10.1515/fns-2020-0012 https://doi.org/10.1515/fns-2020-0012

Cayatte, R. (2016). The possible worlds of video games and their appropriation by their users. Revue Pluridisciplinaire de Sciences Humaines et Sociales, 23.

Cervantes, M. (2018). Novelas Ejemplares. Espasa Calpe. (Original work published 1614)

Chandler, C., & Noriega, L. (2005). The search for the model gamer. WSEAS Transactions on Information Science and Applications, 2(8), 1105–1110.

Chauvin, S., Levieux, G., Donnart, J.-Y., & Natkin, S. (2015). Making sense of emergent narratives: An architecture supporting player-triggered narrative processes. In 2015 IEEE Conference on Computational Intelligence and Games, (pp. 91–98). https://doi.org/10.1109/CIG.2015.7317936 https://doi.org/10.1109/CIG.2015.7317936

Clark, D. (2019). “A company of rogues”: Richard Head and the Irish Picaresque. Estudios Irlandeses, 14, 1–11). https://doi.org/10.24162/EI2019-8771 https://doi.org/10.24162/EI2019-8771

Dahlstrom, C. J. (2016). The cultural and rhetorical elements of American picaresque. [Master’s thesis, University of Northern Iowa].

Defoe, D. (2011). Moll Flanders. Oxford University Press. (Original work published 1722) https://doi.org/10.1093/owc/9780192805355.001.0001

Dickens, C. (1999). Oliver Twist. Oxford World’s Classics. (Original work published 1837–1839) https://doi.org/10.1093/oseo/instance.00121337

Domsch, S. (2013). Story playing: Agency and narrative in video games. De Gruyter. https://doi.org/10.1515/9783110272451 https://doi.org/10.1515/9783110272451

Domsch, S. (2019). Space and narrative in computer games. In E. Aarseth & S. Günzel (Eds.), Ludotopia: Spaces, places and territories in computer games (pp. 103–123). Transcript Verlag. https://doi.org/10.1515/9783839447307-006 https://doi.org/10.1515/9783839447307-006

Dubbelman, T. (2016). Narrative game mechanics. In Interactive Storytelling: 9th International Conference on Interactive Digital Storytelling ICIDS 2016, (pp. 39-50). Springer. https://doi.org/10.1007/978-3-319-48279-8_4

Dyer-Witheford, N., & De Peuter, G. (2009). Games of empire: Global capitalism and video games. University of Minnesota Press.

Eco, U. (1995). Lector in Fabula (R. Potchar, Trans.). Lumen.

Eidos Montréal. (2014). Thief. [PC]. Square Enix.

Elze, J. (2017). Postcolonial modernism and the Picaresque novel: Literatures of precarity. Palgrave Macmillan. https://doi.org/10.1007/978-3-319-51938-8 https://doi.org/10.1007/978-3-319-51938-8

Fanani, F. (2016). Mitologi dalam video game: Pesan-pesan politik dalam video games Amerika Serikat. Jurnal The Messenger, 3(1), 1–11. https://doi.org/ 10.26623/themessenger.v3i1.180 https://doi.org/10.26623/themessenger.v3i1.180

Fernández-Vara, C. (2019). Introduction to game analysis. Routledge. https://doi.org/ 10.4324/9781351140089 https://doi.org/10.4324/9781351140089

Galanina, E., & Salin, A. (2017). Mythology construction in virtual worlds of video games. In Proceedings of 4th International Multidisciplinary Scientific Conference on Social Sciences and Arts 2017 (pp. 507–514). https://doi.org/10.5593/sgemsocial2017/22/S09.067

García, C. (2001 [1619]). La desordenada codicia de los bienes ajenos. In F. Sevilla (Ed.), La novela picaresca española. Castalia.

Genette, G. (1989). Palimpsestos. La literatura en segundo grado (C. Fernández Prieto, Trans.). Taurus.

Golem Labs and Purple Lamp. (2017). The Guild 3. [PC Game]. THQ Nordic.

Gualeni, S., & Vella, D. (2020). Virtual existentialism: Meaning and subjectivity in virtual worlds. Springer. https://doi.org/10.1007/978-3-030-38478-4 https://doi.org/10.1007/978-3-030-38478-4

Gygax, G. (1974). A new character type for Dungeons & Dragons: The thief!. In J. Lurvey (Ed.), The Great Plains Game Players Newsletter #9 (pp. 8–9). Independent publication.

Gygax, G. (1979) Advanced Dungeons & Dragons. [Tabletop Game]. TSR.

Gygax, G. and Arneson D. (1974). Dungeons and Dragons. [Tabletop Game]. TSR.

Head, R., & Kirkman, F. (2008). The English Rogue: Described in the life of Meriton Latroon, a wirry extravagant, being a complete history of the most eminent cheats of both sexes. Routledge. (Original work published 1665–1671)

Heussner, T., Finley, T. K., Brandes Hepler, J., & Lemay, A. (2015). The game narrative toolbox. Focal Press. https://doi.org/10.1201/9781003369332 https://doi.org/10.1201/9781003369332

Intelligent Systems. (1996). Fire Emblem: Genealogy of the Holy War. [Super NES]. Nintendo.

Intelligent Systems. (2002). Fire Emblem: The Binding Blade. [Game Boy Advance]. Nintendo.

Intelligent Systems. (2007). Fire Emblem: Radiant Dawn. [Wii]. Nintendo.

Intelligent Systems. (2015). Fire Emblem: Fates. [Nintendo 3DS]. Nintendo.

Intelligent Systems. (2019). Fire Emblem: Three Houses. [Nintendo Switch]. Nintendo.

Ion Storm. (2004). Thief: Deadly Shadows. [PC]. Eidos Interactive.

Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin and P. Harrigan (Eds.), First person: New media as story, performance, and game, (pp.117–129). MIT Press.

Jeremić-Molnar, D., & Molnar, A. (2021). Franz boas’ postulate of the warfare origin of secret societies and myths about the “Culture Hero” and the “Trickster” in North America. Etnoantropološki problem, 16(1), 19–48. https://doi.org/10.21301/eap.v16i1.1

Johnson, C., & Tulloch, R. (2017). Video games and dystopia: Total cities, post-cities and the political unconscious. Journal of Gaming & Virtual Worlds, 9(3), 243–256. https://doi.org/10.1386/jgvw.9.3.243_1 https://doi.org/10.1386/jgvw.9.3.243_1

Jørgensen, K. (2015). Dark play in Dishonored. In T. E. Mortensen, J. Linderoth & A. M. L. Brown (Eds.), The dark side of game play: Controversial issues in playful environments (pp. 210–226). Routledge. https://doi.org/10.4324/9781315738680-13 https://doi.org/10.4324/9781315738680-13

Jørgensen, K. and Karlsen, F. (Eds.). (2018). Transgression in games and play. MIT Press. https://doi.org/10.7551/mitpress/11550.001.0001 https://doi.org/10.7551/mitpress/11550.001.0001

Keogh, B. (2018). A play of bodies: How we perceive video games. MIT Press. https://doi.org/10.7551/mitpress/10963.001.0001 https://doi.org/10.7551/mitpress/10963.001.0001

Klevjer, R. (2023). Cut-scenes. In M. J. P. Wolf, & B. Perron, B. (Eds.), The Routledge companion to video game studies, (pp. 378–385). https://doi.org/10.4324/ 9780203114261.ch37 https://doi.org/10.4324/9781003214977-53

Koenitz, H. (2018). What game narrative are we talking about? An ontological mapping of the foundational canon of interactive narrative forms. Arts 7(4), 51. https://doi.org/10.3390/arts7040051 https://doi.org/10.3390/arts7040051

Koenitz, H. (2023). Understanding interactive digital narrative: Immersive expressions for a complex time. Routledge. https://doi.org/10.4324/9781003106425 https://doi.org/10.4324/9781003106425

Koenitz, H. (2024). Narrative in video games. In N. Lee (Ed.), Encyclopedia of computer graphics and games (pp. 1230–1238). Springer. https://doi.org/10.1007/978-3-031-23161-2_154 https://doi.org/10.1007/978-3-031-23161-2_154

Larian Studios. (2023). Baldur’s Gate III. [PC]. Larian Studios.

Lázaro Carreter, F. (1972). “Lazarillo de Tormes” en la picaresca. Ariel.

Leiber, F. (2020a). Primer libro de Lankhmar: Fafhrd y el Ratonero Gris. Gigamesh.

Leiber, F. (2020b). Segundo libro de Lankhmar: Fafhrd y el Ratonero Gris. Gigamesh.

Liu, H., & Gao, Y. (2024). Understanding Death Stranding through the lens of Umberto Eco’s semiotics. [Master’s thesis, Uppsala University].

Looking Glass Studios. (1998). Thief: The Dark Project. [PC]. Eidos Interactive.

Looking Glass Studios. (2000). Thief II: The Metal Age. [PC]. Eidos Interactive.

López de Úbeda, F. (2012). Libro de entretenimiento de la pícara Justina. Cátedra. (Original work published 1605)

Luna, J. (2001). Segunda parte de la vida de Lazarillo de Tormes. In F. Sevilla (Ed.), La novela picaresca española. Castalia. (Original work 1620)

Matencio Durán, D. (2024). La picaresca como referente literario en los videojuegos. [Doctoral dissertation, University of Murcia].

Meifert-Menhard, F. (2014). Emergent narrative, collaborative storytelling: Toward a narratological analysis of alternate reality games. In J. Alber & P. Hansen (Eds.), Beyond classical narration: Transmedial and unnatural challenges, (pp. 161–178). De Gruyter. https://doi.org/10.1515/9783110353242.161 https://doi.org/10.1515/9783110353242.161

Meyer, R. and Lloyd K. (1980). Thieves Guild. [Tabletop Game]. Gamelords.

Molho, M. (1972). Introducción al pensamiento picaresco. Anaya.

Mortensen, T. E., Linderoth J. & Brown A. M. L. (Eds). (2015). The dark side of game play: Controversial issues in playful environments. Routledge. https://doi.org/ 10.4324/9781315738680 https://doi.org/10.4324/9781315738680

Mukherjee, S. (2015). Video games and storytelling. Palgrave Macmillan. https://doi.org/10.1057/9781137525055 https://doi.org/10.1057/9781137525055

Mukherjee, S. (2017). Videogames and postcolonialism: Empire plays back. Palgrave Macmillan. https://doi.org/10.1007/978-3-319-54822-7 https://doi.org/10.1007/978-3-319-54822-7

Murray, J. (1997). Hamlet on the Holodeck: The future of narrative in cyberspace. The Free Press.

Paolucci, C. (2021). The notion of system in the work of Umberto Eco: Summa, structure, code, encyclopaedia and rhizome. Estetica, 76, 39–60. https://doi.org/ 10.4000/estetica.7670 https://doi.org/10.4000/estetica.7670

Parker, A. (1971). Los pícaros en la literatura: la novela picaresca en España y Europa (1599-1753) (R. Arévalo Mackry, Trans.). Gredos.

Peterson, J. (2012). Playing at the world: A history of simulating wars, people and fantastic adventures, from chess to role-playing games. Unreason Press.

Pfister, E. (2019). Zombies ate democracy: The myth of a systemic political failure in video games. In S. J. Webley, & P. Zackariasson (Eds.), The playful undead and video games (pp. 216–231). https://doi.org/10.4324/9781315179490-16 https://doi.org/10.4324/9781315179490-16

Piso, I., & and Tomoiagă, L. (2012). Elements of the Picaresque in contemporary British fiction. Cambridge Scholars Publishing.

Pötzsch, H. (2018). Forms and practices of transgressivity in videogames: Aesthetics, play, and politics. In K. Jørgensen & F. Karlsen (Eds.), Transgression in games and play (pp. 45–63). MIT Press. https://doi.org/10.7551/mitpress/11550.003.0006 https://doi.org/10.7551/mitpress/11550.003.0006

Quevedo, F. (2016). La vida del Buscón. Espasa Calpe. (Original work published 1626)

Rabaté, P. (2017). Las vidas de Lazarillo de Tormes: fortunas y adversidades de un modelo. Escritura inacabada: continuaciones literarias y creación en España: siglos XIII a XVII Colección de la Casa de Velázquez 159 (pp. 205–223). Casa de Velázquez. https://doi.org/10.4000/books.cvz.3337

Rey Hazas, A. (2003). Deslindes de la novela picaresca. Universidad de Málaga.

Rico, F. (1970). La novela picaresca y el punto de vista. Seix Barral.

Ryan, M. (2006). Avatars of story. University of Minnesota Press.

Salas Barbadillo, A. (2008). La hija de Celestina. Cátedra. (Original work published 1612)

Salen, K. and Zimmerman E. (2004). Rules of play: Game design fundamentals. MIT Press.

Schules, D., Peterson J., & Picard M. (2018). Single-player computer role-playing games. In J. Zagal and S. Deterding (Eds.), Role-playing game studies: Transmedial foundations (pp. 107–130). Routledge. https://doi.org/10.4324/9781315637532-6 https://doi.org/10.4324/9781315637532-6

Seiwald, R. (2023). Beyond the game itself: Understanding authorial intent, player agency, and materiality as degrees of paratextuality. Games and Culture, 18(6), 718–739. https://doi.org/10.1177/15554120231181193 https://doi.org/10.1177/15554120231181193

Sevilla, F. (Ed.). (2001). La novela picaresca española. Castalia.

Schröter, F. (2016). Walk a mile in my shoes: Subjectivity and embodiment in video games. In M. S. Reinerth & J.-N. Thon (Eds.), Subjectivity across media, (pp. 196–213). Routledge. https://doi.org/10.4324/9781315643625-22 https://doi.org/10.4324/9781315643625-22

Smollet, T. (2017). The complete works of Tobias Smollet (1721–1771). Delphi Classics.

Square Enix. (2006). Final Fantasy XII. [PlayStation 2]. Square Enix.

Square. (1994). Final Fantasy VI. [Super NES]. Square.

Square. (2000). Final Fantasy IX. [PlayStation]. Square.

St. Andre, K. (1975). Tunnels and Trolls. Tabletop Game. Flying Buffalo.

Švelch, J. (2017). Paratexts to non-linear media texts: Paratextuality in video games culture. [Doctoral Dissertation, Univerzita Karlova].

Szyjewski, A. (2020). In the shadow of Trickster: Research fields and controversies in the discourse on the Trickster complex in the studies of myth. Studia Religiologica, 53(3), 163–179). https://doi.org/10.4467/20844077SR.20.012.12752

Taylor-Giles, L. (2020). Player-centred design in role-playing game branching dialogue Systems. In B. Bostan (Ed.), Game user experience and player-centered design, (pp. 295–325). Springer Cham. https://doi.org/10.1007/978-3-030-37643-7_13 https://doi.org/10.1007/978-3-030-37643-7_13

Thackeray, W. M. (2008). The memoirs of Barry Lyndon, Esq. Oxford World’s Classics (Original work published 1844) https://doi.org/10.1093/owc/9780199537464.001.0001

Thon, J.-N. (2016a). Narrative comprehension and video game storyworlds. In B. Perron & F. Schröter (Ed.), Video games and the mind: Essays on cognition, affect and emotion, (pp. 15–32). McFarland & Company.

Thon, J.-N (2016b). Transmedial narratology and contemporary media culture. University of Nebraska Press. https://doi.org/10.2307/j.ctt1d8h8vn https://doi.org/10.2307/j.ctt1d8h8vn

Thon, J.-N. (2017). Transmedial narratology revisited: On the intersubjective construction of storyworlds and the problem of representational correspondence in films, comics, and video games. Narrative, 25(3), 286–320. https://doi.org/10.1353/nar.2017.0016 https://doi.org/10.1353/nar.2017.0016

Thon, J.-N. (2019). Transmedia characters: Theory and analysis. Frontiers of Narrative Studies 5(2), 176–199. https://doi.org/10.1515/fns-2019-0012 https://doi.org/10.1515/fns-2019-0012

Tolkien, J. R. R. (2009). The Hobbit. HarperCollins. (Original work published 1937)

Tresca, M. (2011). The evolution of fantasy role-playing games. McFarland.

Twain, M. (1999). Adventures of Huckleberry Finn. Oxford World’s Classics. (Original work published 1884)

Vance, J. (2016). Tales of the Dying Earth. TOR.

Vella, D. (2021). Beyond agency: games as the aesthetics of being. Journal of the Philosophy of Sport 48(3), 436–447. https://doi.org/10.1080/00948705.2021.1952880 https://doi.org/10.1080/00948705.2021.1952880

Wei, H. (2010). Embedded narrative in game design. In Proceedings of the international academic conference on the future of game design and technology (pp. 247–250). https://doi.org/10.1145/1920778.1920818 https://doi.org/10.1145/1920778.1920818

Wirman, H. & Jones, R. (2018). Let’s play performance as transgressive play. In K. Jørgensen & F. Karlsen (Eds.), Transgression in games and play (pp. 99–115). MIT Press. https://doi.org/10.7551/mitpress/11550.003.0010 https://doi.org/10.7551/mitpress/11550.003.0010

Wise, D. W. (2019). History and precarity: Glen Cook and the rise of Picaresque epic fantasy. Journal of the Fantastic in the Arts, 30(3), 331–351. https://doi.org/10.17613/v25v-xw42

Zubek, R. (2020). Elements of game design. MIT Press.

Downloads

Published

2024-12-31

How to Cite

Matencio, D. (2024) “Playing rogues: Picaresque experiences in videogames”, Eludamos: Journal for Computer Game Culture, 15(1), pp. 97–124. doi: 10.7557/23.7750.

Issue

Section

Articles