Digital Narrator as a Game Master. The Case of “Baldur’s Gate III”
Digital Narrator as a Game Master. The Case of “Baldur’s Gate III”
Author(s): Maciej NawrockiSubject(s): Language and Literature Studies
Published by: Uniwersytet Jana Długosza w Częstochowie
Keywords: role-playing games; “Baldur’s Gate”; narrator;
Summary/Abstract: This article is a preliminary exploratory analysis of the narrator in “Baldur’s Gate III” seen as a digital simulation of an analogue game master (GM). As the reception of Baldur’s Gate series has always been closely linked to its analogue predecessor, “Dungeons & Dragons”, the main context of the analysis is theoretical reflections concerning tabletop role-playing games (TRPG), especially in relation to digital ones. The analysis covers not only a close reading of some of the in-game utterances, but also the commentary of Amelia Tyler, the actress lending her voice to the narrator. The author argues that while all installments of the series attempted to re-create certain experiences characteristic of TRPG sessions through the digital medium, one of key differences between “Baldur’s Gate III” and its predecessors is that it features a complex, voiced narration, designed according to real-life GMs.
Journal: Transfer. Reception studies
- Issue Year: 9/2024
- Issue No: 1
- Page Range: 229-242
- Page Count: 14
- Language: English
