Kang Hyejin
| 2026, (53)
| pp.31~66
| number of Cited : 0
This article argues that one of the central significances of research on classical literature in the age of artificial intelligence and multimedia lies in its capacity to explore humanity’s experiments in storytelling. From this perspective, it compares the contrasting narrative forms of classical fiction and video games through their respective uses of paintings. To establish an appropriate comparative framework, the study first deductively identifies and categorizes four narrative functions of paintings on the basis of their distinctive formal properties. It then narrows its analytical focus to the category of functions that operate at the point of narrative progression, examining Sohyeonseongnok in Chapter 3 and Layers of Fear in Chapter 4 as representative cases.
A comparison of Sohyeonseongnok and Layers of Fear shows that paintings perform three shared sub-functions. First, they stimulate the emotions of characters and thereby trigger actions grounded in those emotions (event progression). Second, they convey multiple layers of implication through a single image (meaning transmission). Third, depending on their visual content, they amplify and articulate the texture of events in a particular direction (event representation). This framework helps clarify, for example, the deeper reason why Kim Hyeon in Sohyeonseongnok becomes lovesick after seeing a painting, as well as the way in which the painting romantically packages and communicates worldly desire.
At the same time, Sohyeonseongnok and Layers of Fear differ in terms of narrative levels and the visibility of paintings. These generic differences also shape the narrative functions of paintings. In video games, narrative may be distinguished into three levels: (a) story, (b) intended Plot, consisting of clue-based plot-pieces and a plot-frame, and (c) completed plots. The functions of paintings vary in specific ways across these narrative levels. Major differences from the functions of paintings in classical fiction include the fact that paintings are presented as fragments of plot to be discovered by the player, that the direction of the plot is regulated through the process by which paintings are produced, that paintings trigger both gameplay and plot formation, and that they influence the pace at which individual plots progress. In particular, as visualized images, paintings contribute to activating a defining feature of video game narrative: the advancement of plot through player participation. This is evident, for example, in the way interaction produces an alignment between the actions of the painter and those of the player, and in the way direct visual stimulation given to the player shapes the development of the plot.