Bibliographic record
Abstract
Cet article vise à expliquer le lien privilégié entre la mythologie lovecraftienne et le jeu d’aventure. Au préalable, le « jeu d’aventure » est défini comme un genre vidéoludique permettant la reconstitution d’un récit pré-écrit grâce à une activité du joueur concentrée sur l’exploration et la résolution de problèmes par le truchement d’un avatar et à un rythme indépendant du jeu. Ce type de jeu est distingué des jeux d’action-aventure et des jeux de rôle. Le lien entre ce type de jeu et Lovecraft est démontré en observant qu’environ 10% des jeux d’aventure d’horreur sont explicitement inspirés de Lovecraft, et que près de 50% des adaptations de Lovecraft sont des jeux d’aventure. Le fait que la mythologie lovecraftienne soit partiellement du domaine public pourrait expliquer son exploitation fréquente. Cependant, puisque le rapport à Lovecraft et au mythe de Cthluhu n’est pas toujours mis en évidence, on doit penser qu’il ne s’agit pas d’un facteur suffisant. Des liens structurels entre la forme vidéoludique du jeu d’aventure et celle de la fiction de Lovecraft sont mis en évidence. Premièrement, le joueur de ce type de jeu est, de par ses actions et son attitude, semblable aux personnages typiques de Lovecraft : soit un chercheur ou un enquêteur. Deuxièmement, parce qu’il permet une plus grande variété d’action, le jeu d’aventure favorise la mise-en-jeu de récits basés sur des interactions non-stéréotypées. C’est le cas des nouvelles de Lovecraft qui, par leur nature contemplative et souvent pauvre en action, sont difficilement réductibles à des séquences de sauts et de tirs en temps réel. Malgré cette compatibilité, un problème est observé dans la possibilité du jeu d’aventure de générer la peur cosmique visée par Lovecraft comme effet de sa jouabilité. Le joueur et le personnage, malgré leur positionnement parallèle de chercheurs, subissent une évolution psychologique contraire. Alors que le personnage devrait souffrir moralement des vérités indicibles qu’il découvre tandis que le jeu progresse, le joueur, lui, y voit la récompense de sa performance. Suivant la théorie de Perron, il reste que le jeu d’aventure peut toujours, à l’instar de la littérature et des films, générer des émotions par effet de fiction ou efficacité esthétique. On note que dans la plupart des jeux du corpus, la peur fictionnelle est en partie bloquée par le fait que l’avatar ne communique pas ses émotions, et ne permet donc pas au joueur d’avoir peur par empathie et d’envisager sérieusement les horreurs qu’il découvre. Les exemples plus réussis de Darkness Within et, dans une certaine mesure, Shadow of the Comet démontrent que ces effets sont néanmoins possibles. *** This paper aims to explain the privileged link between the Lovecraft Mythos and the adventure game. First, the “adventure game” is defined as a video game genre allowing the reconstitution of a pre-written narrative by way of player activity focused on exploration and problem-solving through an avatar and a rhythm that is independent from the game. This type of game is distinguished from action-adventure and role-playing games. The existence of a link between this type of game and Lovecraft is established by the fact that around 10% of horror adventure games are explicitly inspired by Lovecraft, and almost 50% of Lovecraft adaptations are adventure games. The fact that the Lovecraft Mythos is in part public-domain, and thus constitutes a franchise of a certain renown that can be tapped into at little cost, is the first hypothesis to explain this phenomenon. However, given that the link with Lovecraft and the Cthulhu mythos is not always highlighted, this explanation falls short. Next, it is established that there are structural links between the video game form of the adventure game and that of Lovecraftian fiction. First, the player of these games is, by the actions he must perform and by his attitude, similar to Lovecraft’s typical characters: a researcher or an investigator. Second, because the adventure game allows for a wide variety of actions, it favors the playing out of narratives based on non-stereotypical interactions. This is the case with Lovecraft’s short stories which, because of their contemplative nature and frequent lack of action, are not readily suitable for jumping and real-time shooting sequences. In spite of this compatibility, a problem is identified in the possibility for adventure games to generate cosmic fear, Lovecraft’s goal, as an effect of its gameplay. The player and the character, though both playing the role of a researcher, evolve in opposite psychological directions. While the character should morally suffer from unspeakable truths he discovers as the player progresses, the player for his part finds rewards for his performance. Following Perron’s theory, the adventure game can still, like literature and film, generate emotions by fictional effect or aesthetic effectiveness. It is worth noting that in most games of the corpus, fictional fear is partly blocked by the fact that the avatar does not communicate his or her emotions, and thus does not allow the player to experience fear by empathy and to seriously envision the horrors he discovers. The successful example of Darkness Within is used to show that these effects are still possible. Shadow of the Comet, notwithstanding its transparent avatar, shows the possibility to generate cosmic fear aesthetically thanks to the quality of its mise-en-scène. This issue was generously supported by the Social Sciences and Humanities Research Council (SSHRC) and published in partnership with Ludiciné.
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How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.001 | 0.002 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.000 | 0.000 |
| Bibliometrics | 0.001 | 0.001 |
| Science and technology studies | 0.005 | 0.011 |
| Scholarly communication | 0.006 | 0.005 |
| Open science | 0.000 | 0.003 |
| Research integrity | 0.001 | 0.002 |
| Insufficient payload (model declined to judge) | 0.011 | 0.001 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".