Dados Bibliográficos

AUTOR(ES) A. Grunberg , Carlos A. Ball
AFILIAÇÃO(ÕES) Independent Researcher
ANO 2024
TIPO Book
PERIÓDICO Games and Culture
ISSN 1555-4120
E-ISSN 1555-4139
EDITORA Sage Publications
DOI 10.1177/15554120231166769
ADICIONADO EM 2025-08-14
MD5 7c631ab65dbe018a449762fb8fdd6e00
MD5 D5503243077B907805EA44D0307696B5

Resumo

In Ursula K. Le Guin's short story 'The Ones Who Walk Away from Omelas,' a society's happiness depends on the suffering of a child and the reader is presented as culpable this contract. In the video game Hollow Knight, the kingdom of Hallownest was also designed to thrive under a similar contract through the suffering of the Hollow Knight. However, the game presents the player with the choice of multiple endings: take the place of the child as an ignorant sacrifice, take the place of the child as a willing sacrifice after learning the truth about the bargain, or eradicate the bargain altogether. This retelling in a video game format gives the player an agency that is not afforded to readers engaging with a short story. Ultimately, Hollow Knight not only rejects passivity, but proposes a redemptive arc for the ones who walk away from Omelas.

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