Everything (2017): Aesthetics and Politics of Re-Scaling as a Video Game Mechanic

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16 janvier 2024

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Interfaces

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Ce document est lié à :
info:eu-repo/semantics/reference/issn/2647-6754

Ce document est lié à :
info:eu-repo/semantics/reference/issn/1164-6225

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info:eu-repo/semantics/openAccess , https://creativecommons.org/licenses/by/4.0/




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Clémence Folléa, « Everything (2017): Aesthetics and Politics of Re-Scaling as a Video Game Mechanic », Interfaces, ID : 10.4000/interfaces.7408


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Everything (2017) is a video game whose main mechanic rests on the process of re-scaling. Players are invited to move around in the game’s virtual environments by “ascending” or “descending” into any of the creatures, organisms, or objects they come across. Players can thus travel through seven “scale levels” – which range from the subatomic to the interstellar – alternately playing as a horse, a plant, a stone, a microparticle, a galaxy, a continent, a building, etc., but never as a human p...

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