Abstract
Disco Elysium (2019) allows the player to explore a small yet considerably dense game world. The district of Martinaise, the container, and limit of Disco Elysium's playable world, is described by lead designer Robert Kurvitz as a "matchbox" in comparison to the larger world of Elysium, a "paracosm" he and his team began building at "the turn of the millennium". Beyond the game's many geopolitical subplots and the encyclopedic fashion in which off-screen locations, political ideologies, and concepts are revealed to the player (Graad, Mavozianism, 'plasm,' etc.), there are two key determiners of the vastness of Disco Elysium's off-screen space.
Original language | English |
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Number of pages | 2 |
Specialist publication | In Media Res |
Publication status | Published - 11 Jan 2023 |
Keywords
- Disco Elysium
- video games
- off-screen
- gameplay
- climate change