Date of Award

12-2025

Document Type

Thesis

Degree Name

Master of Fine Arts in Game Design

Department

Game Design

First Advisor

Jeremiah Ratican

Second Advisor

Melissa Elmes

Third Advisor

James Hutson

Abstract

This thesis examines how vampires are represented in video games by analyzing narrative structures, game mechanics, and cultural meaning. Using the existing games of Vampyr, V Rising, Vampire: The Masquerade – Bloodlines, The Sims 4: Vampires, Skyrim: Dawnguard, Baldur’s Gate 3, and Bloodlines 2, the study identifies which design strategies successfully create an engaging and believable vampire experience for the player, as well as determining which development decisions could hurt the experience for players. Using formalism, symbolism, feminist methodology, and player reception theory, this thesis argues that vampire games function best when players confront moral dilemmas, experience consequences for feeding or refusing to feed, and meaningfully embody both the power and burden of vampirism through mechanics and narrative. Findings show that successful vampire games integrate narrative and mechanics to reflect cultural anxieties, themes of identity, ethical conflict, and the fantasy of power. The project concludes by offering a design framework for future developers, emphasizing moral choice, system consequences, and a focus on lore and worldbuilding that emphasize moral choices as core elements of functional vampire game design.

Included in

Game Design Commons

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