Michał Mydla
A b s t r a k t
Online forums and social media platforms reveal gamers’ fascination with antiheroes, especially with Lee Everett (The Walking Dead) and Arthur Morgan (Red Dead Redemption II). It is worth noting that these characters are often praised both for their positive character traits and the moral stance they represent. However, the player’s influence on the actions and ethics of these characters is often overlooked. The player’s ability to make choices in games means that the values Arthur Morgan and Lee Everett will uphold depend primarily on the decisions the player makes. In this text, I describe this phenomenon, which I have termed “player-induced self-deprivation of agency.” In order to determine the conditions for this effect, I discuss research on how players may perceive their characters and how the perception of an avatar can translate into a sense of agency in the game. Furthermore, using the examples of The Walking Dead and Red Dead Redemption II, I demonstrate how the use of cinematic language in storytelling within digital games can reinforce the impression that the character we control is independent of us.




