Narrative meaning, player agency, and visual design in the act I Climax of Clair Obscur: Expedition 33
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This thesis examines how gameplay, visual design, and the manipulation of player agency create narrative meaning through the player’s point of view in the climax sequence of Act I in Clair Obscur: Expedition 33 (2025). Through the analysis of the video game, which has received little to no academic attention, I will analyze how contemporary video games create and structure narratives within their unique medium.
The first section of this thesis reviews relevant scholarship on narratology, digital environments, immersion, cut-scenes, gameplay, and agency. The second section outlines the methodology and applies the research to the analysis. Through the analysis it can be seen that the video game indeed utilizes several game-specific tools such as the subversion of agency and expectations in order to create narrative meaning and structure. Keywords: video games, narrative, agency, cut-scenes, interactivity
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inglise keel, videomängud, narratiiv, agentsus, interaktiivsus