Applying Todorov’s Narrative Equilibrium Theory to the Non-Linear Structure of Disco Elysium

Authors

  • Gabriel Dela Fuente Literature Educators Association of the Philippines Author
  • Nerissa Revilla San Beda University Author

DOI:

https://doi.org/10.67167/vertex.694

Keywords:

narrative equilibrium theory, non-linear narrative, interactive fiction, player agency, disco Elysiu, structuralist narratology

Abstract

This thesis explores the relevance of Tzvetan Todorov's Narrative Equilibrium theory, which includes the phases of equilibrium, disruption, recognition, restored order, and new equilibrium, in relation to the non-linear, player-driven format of the interactive fiction video game Disco Elysium (ZA/UM, 2019). Utilizing a qualitative narrative analysis based on structuralist theory, the research examines how the game's fragmented storytelling, branching dialogue trees, Thought Cabinet mechanic, and probabilistic skill checks not only mirror but also challenge Todorov's traditional model. Research shows that although all five stages can still be recognized, they are significantly altered: equilibrium is now viewed as a “post-equilibrium” that demands player reimagining, disruption occurs at various simultaneous levels (external, internal, societal), recognition is spread out across numerous possible realizations instead of being confined to a single moment, and both restored order and new equilibrium arise as conditional outcomes determined by the players rather than being established fixed narrative conclusions. The analysis clearly shows that player agency significantly impacts the structural integrity of Todorov’s model within interactive environments. In contrast to traditional linear narratives where stages are presented in a sequence determined by the author, Disco Elysium distributes narrative control through player decisions, skill results, and internalized thoughts, making the shift from disruption to equilibrium an outcome of gameplay that arises organically rather than following a set course. The study concludes that while Todorov’s framework is still useful for interactive fiction, it should be viewed as a tool to map potential narrative structures instead of actualized ones, which reflects the active role of the reader-player in co-creating meaning. This research adds to the increasing academic acknowledgment of video games as valid literary works and supports the need to adapt structuralist theories to reflect diversity, unpredictability, and negotiated balances typical of non-linear, player-driven stories.

Downloads

Download data is not yet available.

References

Aarseth, E. J. (1994). Nonlinearity and literary theory. Hyper/text/theory, 52, 761-780. https://complit.utoronto.ca/wp-content/uploads/COL1000_Aarseth-1994_Bai.pdf

Davison, P. (2024). Disco Elysium: modern-day interactive fiction. MoeGamer. https://moegamer.net/2024/08/10/disco-elysium-modern-day-interactive-fiction/

Hemalatha S., & Ramya Niranjani S. (2025). Equilibrium to new equilibrium: A study on Rebecca Ross's The Queen's Rising through the lens of Todorov's narrative theory. https://doi.org/10.5281/zenodo.17485050

Lan, X., Xu, X., & Cao, N. (2021). Understanding narrative linearity for telling expressive time-oriented stories. In Proceedings of the 2021 CHI conference on human factors in computing systems (pp. 1-13). https://idvxlab.com/papers/2021CHI_DataStory_Lan.pdf

McIntosh et al. (2010). Nonlinear Narrative in Games: Theory and Practice. ResearchGate. https://www.researchgate.net/publication/262250055_Nonlinear_Narrative_in_Games_Theory_and_Practice

Nagai, T., & York, J. (2022). A comparison of linear and interactive fiction on vocabulary acquisition, reading comprehension, and engagement. JALT CALL JOURNAL, 70-91. https://jaltcall.org/wp-content/uploads/2022/02/Proceedings-2021.pdf#page=77

Riessman, C.K. (2008). Narrative Methods for the Human Sciences. Sage Publications. Ryan, M. L. (2001). Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. https://atraf.ir/wp-content/uploads/2018/10/revayat-vagheiyate-majazi.pdf

Soares de Lima, E., Feijó, B., & Furtado, A. L. (2023). Managing the plot structure of character-based interactive narratives in games. Entertainment Computing, 47, 100590. https://www.sciencedirect.com/science/article/pii/S1875952123000459

Taum, Y. (2018). The Problem of Equilibrium in the Panji Story: A Tzvetan Todorov’s Narratology Perspective. International Journal of Humanity Studies. 2. 90-100. 10.24071/ijhs.2018.020110. https://doi.org/10.24071/ijhs.2018.020110

Todorov, T., Weinstein, A. (1969). Structural Analysis of Narrative. A Forum on Fiction, Vol. 3, No. 1 (Autumn, 1969), pp. 70-76. doi: https://doi.org/10.2307/1345003

Todorov, T. (1971). The 2 principles of narrative. https://doi.org/10.2307/464558

Wright, T. B., & Weible, J. L. (2024). Current attitudes on digital interactive fiction and text adventure games within learning contexts: A systematic literature review. Journal of Research in Science, Mathematics and Technology Education, 7(1), 23-51. https://jrsmte.com/download/current-attitudes-on-digital-interactive-fiction-and-text-adventure-games-within-learning-contexts-a-14313.pdf

Downloads

Published

2026-07-31

How to Cite

Applying Todorov’s Narrative Equilibrium Theory to the Non-Linear Structure of Disco Elysium. (2026). The International Review of Multidisciplinary Research, 1(9), 379-393. https://doi.org/10.67167/vertex.694

Similar Articles

51-60 of 91

You may also start an advanced similarity search for this article.