Une constellation nommée Argo – L’errance dans la science-fiction vidéoludique

Be it in Mad Max (Miller, 1979), Ulysses 31 (Chalopin & Wolmark, 1981) or Farscape (O’Bannon, 1999), the wanderer is an important figure of science-fiction. Post-apocalyptic worlds, unknown constellations and parallel dimensions, as futuristic terrae incognitae, allow for never ending, wandering...

Full description

Saved in:
Bibliographic Details
Main Authors: Jean-Charles Ray, Simon Laperrière
Format: Article
Language:fra
Published: Université de Limoges 2018-12-01
Series:ReS Futurae
Subjects:
Online Access:https://journals.openedition.org/resf/1949
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1841557783137222656
author Jean-Charles Ray
Simon Laperrière
author_facet Jean-Charles Ray
Simon Laperrière
author_sort Jean-Charles Ray
collection DOAJ
description Be it in Mad Max (Miller, 1979), Ulysses 31 (Chalopin & Wolmark, 1981) or Farscape (O’Bannon, 1999), the wanderer is an important figure of science-fiction. Post-apocalyptic worlds, unknown constellations and parallel dimensions, as futuristic terrae incognitae, allow for never ending, wanderings stamped by randomness, danger and a loss of ////. It is no wonder that video games took over these worlds to turn them into exploration playgrounds. Let’s remember that, to Janet Murray, navigable space is one of the pillars of digital environments (Murray, 1997). From Star Trek (Gadlow, 1972) to No Man’s Sky (Hello Games, 2016), the model of the galaxy that Mathieu Triclot links to video games’ free roaming (Triclot, 2011) offers a truly fertile field of exploration. To enter Fallout (Black Isles, 1997), Dune (Cryo, 1992) or Captain Blood (Exxos, 1988), is to run the risk the anguish and fascination of losing oneself in strange places, sometimes wondrous sometimes frightening. The gamer’s wonderings reinstate the exploration specific to the genre : as one ventures among planets and spatial void, so does the other daydream of technological innovations. To study wandering thus allows to reflect on the intimate links between science-fiction and video games and the ever-furthering frontier of virtual and futuristic worlds.
format Article
id doaj-art-8734cc9f575f477a92c556a971c4b38c
institution Kabale University
issn 2264-6949
language fra
publishDate 2018-12-01
publisher Université de Limoges
record_format Article
series ReS Futurae
spelling doaj-art-8734cc9f575f477a92c556a971c4b38c2025-01-06T10:42:30ZfraUniversité de LimogesReS Futurae2264-69492018-12-011210.4000/resf.1949Une constellation nommée Argo – L’errance dans la science-fiction vidéoludiqueJean-Charles RaySimon LaperrièreBe it in Mad Max (Miller, 1979), Ulysses 31 (Chalopin & Wolmark, 1981) or Farscape (O’Bannon, 1999), the wanderer is an important figure of science-fiction. Post-apocalyptic worlds, unknown constellations and parallel dimensions, as futuristic terrae incognitae, allow for never ending, wanderings stamped by randomness, danger and a loss of ////. It is no wonder that video games took over these worlds to turn them into exploration playgrounds. Let’s remember that, to Janet Murray, navigable space is one of the pillars of digital environments (Murray, 1997). From Star Trek (Gadlow, 1972) to No Man’s Sky (Hello Games, 2016), the model of the galaxy that Mathieu Triclot links to video games’ free roaming (Triclot, 2011) offers a truly fertile field of exploration. To enter Fallout (Black Isles, 1997), Dune (Cryo, 1992) or Captain Blood (Exxos, 1988), is to run the risk the anguish and fascination of losing oneself in strange places, sometimes wondrous sometimes frightening. The gamer’s wonderings reinstate the exploration specific to the genre : as one ventures among planets and spatial void, so does the other daydream of technological innovations. To study wandering thus allows to reflect on the intimate links between science-fiction and video games and the ever-furthering frontier of virtual and futuristic worlds.https://journals.openedition.org/resf/1949video gamescinemawandering
spellingShingle Jean-Charles Ray
Simon Laperrière
Une constellation nommée Argo – L’errance dans la science-fiction vidéoludique
ReS Futurae
video games
cinema
wandering
title Une constellation nommée Argo – L’errance dans la science-fiction vidéoludique
title_full Une constellation nommée Argo – L’errance dans la science-fiction vidéoludique
title_fullStr Une constellation nommée Argo – L’errance dans la science-fiction vidéoludique
title_full_unstemmed Une constellation nommée Argo – L’errance dans la science-fiction vidéoludique
title_short Une constellation nommée Argo – L’errance dans la science-fiction vidéoludique
title_sort une constellation nommee argo l errance dans la science fiction videoludique
topic video games
cinema
wandering
url https://journals.openedition.org/resf/1949
work_keys_str_mv AT jeancharlesray uneconstellationnommeeargolerrancedanslasciencefictionvideoludique
AT simonlaperriere uneconstellationnommeeargolerrancedanslasciencefictionvideoludique