Interpreting Dwarf Fortress: Finitude, Absurdity, and Narrative

Author:

Cartlidge James12ORCID

Affiliation:

1. Institute for Human Sciences, Vienna, Austria

2. Department of Philosophy, Central European University, Vienna, Austria

Abstract

This article interprets the influential colony management simulator “Dwarf Fortress” existentially, in terms of finitude, absurdity, and narrative. It applies Aarseth/Möring's proposed method of game interpretation, adopting their definition of “cybermedia” as a generalized game ontology, then providing a specialized ontology of “Dwarf Fortress” which describes its genre and salient gameplay features, incorporating Ian Bogost's concept of “procedural rhetoric.” It then gives an existentialist interpretation of “Dwarf Fortress” which centers on “finitude,” “absurdity,” and “narrative,” showing that “Dwarf Fortress” is a game about the existential tensions involved in being human. We live knowing our lives and civilizations are finite, that there are radical limits on what we can know and do. There is no meaning inherent in the world, or in history, so it is up to us to create our own, and one of our most powerful ways of doing this is narrative.

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

Reference34 articles.

1. Aarseth E. (May 2012). A narrative theory of games. Proceedings of the International Conference on the Foundations of Digital Games, pp. 129–133.

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