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A master's thesis from Aalborg University
Book cover


Illusions of Influence: Dissecting the Player's Purpose in Outer Wilds and Inscryption

Author

Term

4. term

Education

Publication year

2026

Submitted on

Abstract

Many people assume that gameplay is the main place where players can influence a video game. This thesis challenges that assumption by analyzing Outer Wilds (2019) and Inscryption (2021), arguing that these games critique the idea that players can freely shape a game’s contents through gameplay. The study builds a flexible, comparative method using a bricoleur approach—assembling tools from existing theories across disciplines. It begins with a brief history of games and game studies that highlights how both narrative and gameplay are central to understanding video games. It then defines “video game” for the purposes of the analysis as works that combine interactive fiction (a fictional world you can interact with) and gameplay (the actions and systems the game provides). From there, it proposes two lenses: Diegetic Design (predesigned content and rules set by developers) and Mimetic Experience (how players take on a role and feel immersed in the fictional world). Using this method, the analysis shows that both games first strengthen the player’s sense of influence through gameplay. Outer Wilds suggests that nature is understandable and predictable; Inscryption foregrounds its identity as a game and reinforces the belief that gameplay is primary. Then both unsettle that feeling: Outer Wilds reveals that nature resists human control, while Inscryption shows that gameplay is constrained by the game’s rules. The final analysis argues that the conclusions of both games place players on equal footing with the worlds and systems they try to influence—neither above nor below them. They illustrate that so-called “free” influence—acting without constraints or consequences—is an empty ideal. The thesis concludes that Outer Wilds and Inscryption critique the ideal of influence and suggest that agency only makes sense within systems of reactions. This interpretation informs how we think about video games and about existence and agency more broadly.

Mange mener, at gameplay er det vigtigste sted, hvor spillere kan påvirke et videospil. Denne afhandling udfordrer den antagelse ved at analysere Outer Wilds (2019) og Inscryption (2021) og argumenterer for, at disse spil kritiserer ideen om, at spillere frit kan forme spillets indhold gennem gameplay. Afhandlingen bygger en fleksibel, komparativ metode med en bricoleur-tilgang—at samle værktøjer fra eksisterende teorier på tværs af fag. Først gives en kort historisk gennemgang af spil og spilforskning, der understreger, at både fortælling og gameplay er centrale i forståelsen af videospil. Studiet afgrænser herefter, hvad der menes med “videospil”: værker, der forener interaktiv fiktion (en opdigtet verden, man kan interagere med) og gameplay (de handlinger og systemer, som spillet stiller til rådighed). På den baggrund foreslås to analytiske blik: diegetisk design (foruddesignet indhold og regler skabt af udviklere) og mimetisk oplevelse (hvordan spillere indtager en rolle og føler sig nedsunket i den fiktive verden). Analysen viser, at begge spil i første omgang styrker spillerens følelse af at kunne påvirke verden gennem gameplay. Outer Wilds antyder, at naturen er forståelig og forudsigelig; Inscryption peger på sin egen identitet som spil og styrker troen på, at gameplay er det primære. Derefter bryder begge spil denne fornemmelse: Outer Wilds viser, at naturen unddrager sig menneskelig kontrol, mens Inscryption viser, at gameplay er underlagt spillets regler. Den afsluttende analyse argumenterer for, at spillenes slutninger placerer spilleren på lige fod med de verdener og systemer, de søger at påvirke—hverken hersker over eller underlagt dem. De illustrerer, at såkaldt “fri” indflydelse—at handle uden begrænsninger eller konsekvenser—er et tomt ideal. Afhandlingen konkluderer, at Outer Wilds og Inscryption kritiserer idealet om indflydelse og peger på, at handleevne kun giver mening inden for systemer af reaktioner. Denne fortolkning nuancerer både vores forståelse af videospil og bredere spørgsmål om eksistens og handleevne.

[This abstract has been rewritten with the help of AI based on the project's original abstract]