What is it about?

This paper discusses traditional vampire tropes as a tool for innovation and novel experiences in the history of video games. A selection of games and vampires are analysed in terms of gameplay and storytelling elements to show how the rich mythology and folklore that characterises these liminal beings can be successfully employed in a variety of settings and contexts. We draw on examples from the early days of video games with titles like “Dracula” (Imagic for Intellivision, 1982) set in a virtual London and evoking European folklore, to the rich possibilities offered by “Vampire the Masquerade: Bloodlines” (Activision for PC, 2004) which conjures up the sub-tropical New Orleans vampire tradition, and then turn to the latest experimental games using the example of “Tainted” (ITE/NUS for PC, 2016), which taps into the rich Pontianak vampire-ghost myths of the Malay Archipelago. Different experiences of game play are discussed to gain insights into how to build compelling myth-based narrative in games in original and surprising ways. The paper also analyses how specific vampire myths reflect socio-cultural issues of particular times and places.

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Why is it important?

Video gameplay and storytelling continues to rely on mythology and folklore. This study of vampires in video games demonstrates how these stories can be successfully employed, and also uncovers their rich cultural meanings.

Perspectives

Every telling of vampire myths – whether though oral tales, novels, cinema, or video games – brings the myth alive to engage with liminal or repressed aspects of a society.

Associate Professor Anita Lundberg
James Cook University

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This page is a summary of: Vampires in Video Games: Mythic Tropes for Innovative Storytelling, eTropic electronic journal of studies in the tropics, May 2017, James Cook University,
DOI: 10.25120/etropic.16.1.2017.3578.
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