![]() The game’s easy pace, detailed animation, and beautiful music come together to unravel touching stories that explore death and compassion. In an interview, the studio staff describe their inspirations for the game’s setting and gameplay, which include Greek mythology, Studio Ghibli’s Spirited Away, and farming simulators such a Harvest Moon and Stardew Valley. In comparing real-world collection practices with those in Spiritfarer, I hope to show how Spiritfarer’s “reconstructive” storytelling and its collection mechanics can help shed light on the memory function of collection management policies and practices of libraries and museums.Ĭreated by Thunder Lotus in 2020, Spiritfarer is a 2D side-scrolling action-platformer and lore-rich adventure game, also pitched as “cozy management game about dying.” The game’s protagonist, Stella the spiritfarer (or ferrymaster), goes around the magical and charming world on her ever-expanding boat, befriending and caring for spirits until they’re ready to move on to the afterlife. This post will discuss Susan’s role and her views on collecting, and compare Susan and her ideas to real-world institutional collection management practices. While Susan is a minor character in-game, “collection management” is a real-world profession integral to museums, libraries and other curatorial institutions of all themes and sizes. When the player first meets Susan, she describes her distaste for the collection of “junk.” Nonetheless, Susan is the in-game collections achievement tracker, and will reward the player for finding objects throughout the game. ![]() There is a character in Spiritfarer called the Collector, a well-dressed, finicky walrus who goes by the name of Susan. ![]()
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