Dissertation, University of St Andrews (
2021)
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Abstract
This dissertation was written for the purpose of displacing the negative stereotype of video
games being deemed as ‘lowbrow’ entertainment within critical and academic circles, when in
actuality the medium has the ability to tell a captivating story through a unique lens unlike the
narratives that are traditionally found in a film or a novel. Most of the criticism that games have received in the humanities come from literary scholars who have denounced the medium’s attempts to adapt seminal pieces of literature such as Dante’s Divine Comedy. To counter this assumption, I will be engaging with a video game that has not been marketed as a direct
adaptation of the Comedy, but rather uses Dante’s writing as a source of inspiration to enhance
its own ludonarrative experience. The game I will be examining in close proximity to the
Comedy is the Japanese role-playing game Shin Megami Tensei III: Nocturne released by the
studio Atlus in 2003. Nocturne is an incredibly viable case study for this investigation because it
exemplifies how, through the unconventional adaptation process of transmediality, a distant text
like an RPG can transform the material of a medieval poem to best fit its digital stage while still
referencing its source material. In this context, I intend to establish a methodological basis for
the transmedial analysis of literature and video games through the creative insight of the Comedy
and Nocturne, so that new meaning can be uncovered from both texts and further research can
thus commence on relative instances of ludic adaptation.