Skip to main navigation Skip to search Skip to main content

Selling Elysium: the political economy of radical game distribution

  • Manchester Metropolitan University

Research output: Contribution to journalArticlepeer-review

Abstract

This paper explores Disco Elysium’s first major expansion, “Working Class Update” as emblematic of the potential fracture between the game’s themes and its politics of pro-duction and distribution. Our central claim is that in this update, the studio has reacted to the audience’s apprecia-tion for the game’s labor themes within broader dissatis-faction with the industry’s otherwise exploitative practices, yet was constrained by the contemporary dynamics of said industry. First, we examine Disco Elysium’s radical politi-cal orientation and the platformized political economy of digital game distribution through ZA/UM’s origins within the Estonia-specific ICT scene. Second, we describe the current state of videogames distribution, in critical dialog with Dyer-Witheford and De Peuter’s concept of a “game of multitude.” We show the limits and contradictions of Disco Elysium to enact radical political stance in a grow-ingly consolidated and platform-dependent video games market. Finally, through a qualitative empirical analysis of the community’s responses to the Worker’s Class Update on Reddit and Steam, we examine the game’s fit into the above-mentioned framework through key themes of disso-nant development, tactical games and software commons
Original languageEnglish
Pages (from-to)20-31
Number of pages12
JournalBaltic Screen Media Review
Volume9
Issue number1
DOIs
StatePublished - 14 Dec 2021

Fingerprint

Dive into the research topics of 'Selling Elysium: the political economy of radical game distribution'. Together they form a unique fingerprint.

Cite this