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 language | English |
|---|---|
| Pages (from-to) | 20-31 |
| Number of pages | 12 |
| Journal | Baltic Screen Media Review |
| Volume | 9 |
| Issue number | 1 |
| DOIs | |
| State | Published - 14 Dec 2021 |
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