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EN
The article On the structure of gameworld in narrative video games proposes to introduce the term ‘ludotopia’ to Polish game studies in order to further compartmentalise the structure of video gameworld. Having reflected on the consequences of so-called world-centered turn in contemporary digital humanities, the author proceeds to defining archetypal structures that compose realities designed for the purposes of narrative video games, namely: locations and clusters of locations, the latter divided further into biomes and anthromes. The hierarchy introduced thereby is presented as an alternative for already influential (though, arguably, in transmedial world-building studies rather than game studies) trichotomy of mythos, topos, and ethos, as defined by Lisbeth Klastrup and Susana Tosca. In the end, the article cross-references the new structural hierarchy of ludotopographical components with a matrix of popular fantastic settings, seeking to delineate possible similarities between ludotopias and allotopias that would inform both game scholars and game designers on the ways of rapid prototyping of aesthetically diverse imaginary worlds.
EN
The article makes use of Lisbeth Klastrup and Susana Tosca’s notion of transmedial world which has not been introduced to Polish humanities so far. The notion serves here to describe the characteristics of the Witcher universe encompassing books, movies, TV series, video games trilogy, role-playing games and comics. The analysis of the Witcher’s world is also the point of departure for a comparative study between the way the transmedial world is constructed and transmedial story as described in Henry Jenkins’s Convergence Culture. Additionally, it enables the author to comment upon the narrative dynamics of fantasy worldbuilding which differs considerably from traditional mechanisms of representation.
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EN
The article collects a number of recent (and not-so-recent) arguments together against the common Polish usage of the term “anti-utopia” as synonymous with “dystopia” or, more often, as a name for a specifically defined genre which introduction requires producing confusing differentiations based on the degree of satire, criticism, or the lack of thereof in the fantastic extrapolation. The main thesis of the text comes from an observation that such scholarship seems to neglect a widely acknowledged discrepancy between utopia as a narrative or a world and utopianism as a transformative idea - which results in erroneous genological attribution of works famous inasmuch as George Orwell’s Nineteen Eighty-Four. To support the thesis, the article follows up with a series of etymological, philological, philosophical, and logical arguments in favour of using a term “dystopia” to denote any kind of narrative or world that deconstructs eutopian idealism, and reserving the predicate “anti-utopian” for a sociological critique of failed transformative efforts in society and philosophy.
EN
The paper strives to adapt Bernhard Waldenfels’ xenology and so called ‘xenotopography’ for the philosophico-literary studies in fantastic world-building with a special concern of the ‘portal-quest’ model of fantasy and SF. Following Waldenfel’s remarks on the nature of post-Husserlian diastasis of our world [Heimwelt] and otherworld [Fremdwelt] and acknowledging the consequences of allocating one’s attitude towards the otherness in the symbolical borderland [‘sphere of intermonde’] in between, it is examined whether such a model can occur in the fantastic literature and what may be the consequence of xenotopographic reconsideration of its basic ontological premises. Additionally, the article offers an original xenotopograpfic model of world-building which addresses three carefully chosen case studies of fantastic worlds from Orson Scott Card’s Ender’s Game tetralogy, Neil Gaiman’s Stardust and George R. R. Martin’s The Song of Ice and Fire. In the end, it is suggested that hitherto presented xenotopography gravely inspired a postmodern shift in the genres of fantasy and SF which results in more ethically conscious representations of the otherness and even more concise and alien comprehensive world-building. 
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Wymiary transfikcjonalności

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EN
The article Facets of Transfictionality delivers a concise analysis of the newly-introduced narratological concept of “transfictionality” (put forward by Richard Saint-Gelais in the early 2000s). The author discusses the phenomenon as emerging on the border between the text-centred poetics of classical narratology and the world-centred poetics of postclassical narratology by use of Jan-Noël Thon’s and Marie-Laure Ryan’s project of “media-conscious narratology”. Defined as such, transfictionality allows the contemporary phenomena of retelling or cross-over to be described without the necessity of reproducing fan-made concepts and terms of such ilk, and instead rooting them in established theoretical constructs, such as narrative metalepsis. Consequently, the article illustrates the postclassical theory of narrative and the theory of literature with examples more common to media studies, with the aim being to emphasise Ryan’s thesis that transmediality is only a specific case of transfictionality, and that the latter is a far older and better acknowledged concept what is generally understood as the theory of fiction. Moreover, the text follows up on Saint-Gelais’ inspirations derived from Umberto Eco’s cultural semiotics and proposes to introduce an Eco-inspired concept of “xeno-encyclopaedic competence” in order to determine a specific recipient’s competence that allows them to move across not only media or texts but also imaginary worlds, which consequently become their fictional habitats.
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Światocentryczność fantastyki

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EN
The article introduces the reader to the phenomenon of the so-called world-centeredness as well as to the world-centered turn in contemporary narrative theory. Having delineated cultural, economic, and transmedial aspects of the turn in question, the author discusses the problem of academic discrimination against fantasy, science fiction, and similar genres in Polish literary theory of the 20th and 21st centuries. This aims for redirecting the focus of literary theory towards more neglected aspects of artistic production such as world-building (instead of storytelling), immersion (instead of closereading), and performatic worldplay (instead of backgrounding the diegetic world). All these new phenomena are suggested for inclusion in postclassical narrative studies applied to analysing fantasy, science fiction, and other forms of fantastika across the media.
PL
Artykuł wprowadza polskiego czytelnika w problematykę światocentryczności i zwrotu światocentrycznego we współczesnej teorii narracji. Nakreśliwszy kulturowe, ekonomiczne i transmedialne aspekty rzeczonego zwrotu, autor porusza problem dyskryminacji fantasy, science fiction oraz nurtów pokrewnych w akademickim piśmiennictwie teoretycznoliterackim XX i XXI wieku w Polsce. Celem tego jest przekierowanie uwagi teorii literatury na ignorowane dotąd aspekty twórczości artystycznej, takie jak choćby światotwórstwo (w miejsce fabułotwórstwa), imersja (w miejsce uważnego czytania) i performatywna światogra (w miejsce traktowania świata jako tła wydarzeń fabularnych). Wszystkie te zjawiska postuluje się włączyć w obręb postklasycznych studiów narratologicznych wykorzystywanych do analizy fantasy, science fiction oraz innych form fantastyki na przestrzeni różnych mediów.
PL
Utopia, or There and Back Again. On Worldbuilding Strategies in Utopian and Dystopian NarrativesThe paper aims to analyse worldbuilding strategies in a variety of eutopian (predominantly in literature) and dystopian narratives (in literature, movies and video games), in relation to the world-centred analyse that disseminates in contemporary narrative studies. Consequently, the study derives two possible worldbuilding models from a re­presentative number of utopian texts, that is (1) a typical for early modern utopias and modern imaginary voyages “portal-quest” model (world W1 → gate / journey → world W2) and (2) an emblematic for the most postmodern dystopias mo­del juxtaposing the centre and the peripheries, that deconstructs the first one in postcolonial perspective. Therefore, it becomes possible to compare worldbuilding foundations in so different a narrative like precursory 16th century Thomas More’s Utopia (1516) and 21st century video game Bioshock: Infinite by Irrational Games – which subsequently encourages utopian studies to notice the most contemporary narrative achievements within the genre.
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Ludotopia. O granicy świata gry

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EN
The essay presents an overview of the possible meanings and applications of the newly-coined term ‘ludotopia’, i.e. a “dialectical entanglement of game and space” – which challenges the boundaries of two neighbouring worlds: storyworld and gameworld. Seeking to trace the limitations of a thus defined gaming space, the author proceeds by reflecting upon the end of the game, or, more precisely, the endgame, in order to reconcile it with a notion of horismós (ὁρισμός) popular in more hermeneutically aligned video game studies. While doing so, the paper delivers an analysis of Assassin’s Creed: Odyssey showing three distinct stages in which a ludotopia can be opened towards more advanced world-building: (1) exploration and map reveal; (2) synchronisation of intelligible tags; and (3) renewal of narrative motivation. Thanks to a world-centered approach to the interpreted video game, the essay addresses how players inhabit, traverse, explore, and understand the surrounding ludic reality, rather than focusing on video game mechanics or procedures that affect their gameplay. In the end, a precise distinction between the storyworld and gameworld is introduced in order to reevaluate the ways both terms overlap with the aforementioned interpretation of ludotopia.
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