Masterarbeit, 2024
58 Seiten, Note: 1,3
1. Introduction
2. Blade Runner
2.1 General Information
2.2 Replicants in the World of Blade Runner
2.3 Representations of African American History
3. Fallout 4
3.1 General Information
3.2 Synths in the world of Fallout 4
3.3 Representations of African American History
4. Detroit: Become Human
4.1 General Information
4.2 Androids in the world of Detroit: Become Human
4.3 Representations of African American History
5. Why represent History?
6. Conclusion
This thesis examines how and why specific science fiction video games incorporate analogies to African American history—particularly the experience of slavery—within their depictions of artificial humanoids. It explores how these games use historical parallels to influence player perception and morality regarding the humanity of fictional beings.
3.3 Representations of African American History
While the idea of slavery is often alluded to, the actual term is rarely used in Fallout 4. A few select instances can be found at different parts of the game, however. One such mention comes early in the game’s main storyline when a character called Hancock – the rather violent mayor of a small settlement – talks about the Institute and how “No one knows where the Institute is, what kind of people they are, or why they’ve decided to engineer their own slaves” (Bethesda). Through Hancock, the idea of synths as slaves is formulated early in the game. Its inclusion in a dialogue of the main storyline means that players, no matter which faction’s quests they end up advancing, will hear it. It remains the only direct mention of slavery in the game’s main questline – all other mentions of it are uttered either by characters in non-mandatory quests or are just scattered across the game’s world. Especially when engaging with the Railroad – which I will discuss in detail later – the word ‘slave’/’slavery’ is used at different times throughout the game.
1. Introduction: Introduces the research field, highlighting the utilization of science fiction to explore complex social issues through historical analogies, specifically regarding the African American experience.
2. Blade Runner: Analyzes the 1997 game, focusing on how its linear narrative and covert choices establish replicants as "others" and the subtle, sparse references to slavery.
2.1 General Information: Provides background on the 1997 Westwood Studios game, its setting in 2019 Los Angeles, and its point-and-click adventure mechanics.
2.2 Replicants in the World of Blade Runner: Examines the nature of Nexus-6 replicants as biological, indistinguishable entities and the role of paranoia in their portrayal.
2.3 Representations of African American History: Investigates the specific parallels between replicant subjugation and antebellum slavery, including critiques of the slave-catcher analogy.
3. Fallout 4: Explores the post-apocalyptic Boston setting and the factional struggles that define the synth "slavery" narrative.
3.1 General Information: Gives an overview of the game's open-world structure and the post-nuclear narrative context.
3.2 Synths in the world of Fallout 4: Discusses the advanced, bioengineered third-generation synths and their societal standing in the Commonwealth.
3.3 Representations of African American History: Breaks down the explicit and implicit connections between the Institute and plantation slavery, as well as the Railroad and the Underground Railroad.
4. Detroit: Become Human: Examines how this choice-driven game uses explicit analogies to represent the entire history of discrimination against African Americans.
4.1 General Information: Profiles the three protagonists (Connor, Markus, Kara) and the game's focus on moral decisions in a future Detroit.
4.2 Androids in the world of Detroit: Become Human: Details the physical and social status of androids as commodities and their transition to "deviants."
4.3 Representations of African American History: Analyzes the use of segregation imagery, such as bus seating and protest marches, and the direct references to the Civil Rights Movement.
5. Why represent History?: A synthesis chapter discussing the impact of these representations on player morality, agency, and the paradox of guiding players toward a "correct" ethical stance.
6. Conclusion: Summarizes the thesis, reviewing how the intensity of historical analogy usage correlates with the degree of player agency provided by each game.
Science Fiction, Video Games, African American History, Slavery, Underground Railroad, Civil Rights Movement, Artificial Humanoids, Replicants, Synths, Androids, Player Agency, Moral Choice, Discrimination, Posthumanism, Historical Analogy
This work explores how science fiction video games utilize historical analogies, specifically those related to African American history and the struggle for civil rights, to explore themes of humanity and social justice.
The author conducts a comparative analysis of three specific titles: Blade Runner (1997), Fallout 4 (2015), and Detroit: Become Human (2018).
The thesis aims to determine how and to what end these games incorporate historical representations of slavery and inequality in their portrayal of non-human entities, and how these analogies influence the player’s moral experience.
The author performs an analytical qualitative study, combining gameplay playthroughs with an investigation into literature regarding history, posthumanism, and game studies to evaluate the narrative frameworks and player agency within each title.
While all games use analogies to history, Blade Runner is categorized as subtle and sparse, Fallout 4 as employing explicit references with complex factional politics, and Detroit: Become Human as utilizing the most overt and frequent historical imagery to guide the player toward a specific moral conclusion.
Counter-intuitively, the author finds that the games with the strongest historical parallels (which attempt to guide players toward "just" actions) often result in less perceived player agency than games where the moral choice is left more open to interpretation.
The game features a faction explicitly named the "Railroad," which mirrors historical Underground Railroad operations through the use of coded language, secret symbols like lanterns, safehouses, and the goal of moving oppressed entities toward a "promised land."
Jericho serves as both a literal refuge and a symbolic reference to the slave spiritual "Joshua Fit the Battle of Jericho," representing the tumbling walls of both slavery and the structural barriers facing the game's androids.
The author argues that while these analogies are effective for building quick moral understanding, they often reproduce a "popular legend" version of history that prioritizes "savior" figures while downplaying the active agency and resistance of the actual enslaved individuals.
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