Journals / Kültür ve İletişim / 2026 / Cilt: 29 Sayı: 57

Human–Machine Communication in Fantasy Realms: Artificial Intelligence, Narrative Reciprocity, And Ludic Interaction in Baldur’s Gate 3

Fantastik Diyarlarin İnsan–Makine İletişimi: Baldur’s Gate 3’te Yapay Zeka, Anlamsal Karşılıklılık Ve Ludik Etkileşim

Ertuğrul Süngü(Bahçeşehir Üniversitesi)0000-0001-7957-0281
Pages
256–284
Publication Date
2026-03-30
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Ultimately, the study contributes to broader discussions of human–machine relationality by framing AI as both a communicative construct and an aesthetic device.

📌 3 Key Takeaways

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Objective & Hypothesis:This study explores the intersection of Artificial Intelligence (AI), Communication Studies, and Video Game Studies through Baldur’s Gate 3 (Larian Studios, 2023).
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Key Findings & Data:Drawing on the Human–Machine Communication (HMC) framework (Guzman and Lewis, 2019), it reconceptualizes AI not as an autonomous generative system but as a designed communicative interface that mediates expression, simulates agency, and co-constructs meaning with players within the boundaries of narrative design.
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Conclusion & Impact:Ultimately, the study contributes to broader discussions of human–machine relationality by framing AI as both a communicative construct and an aesthetic device.
🔬Design:Araştırma Makalesi
📍Scope:2023 Verileri
⚙️Variables:Yapay Zeka · Baldur's Gate 3 · Oyun çalışmaları

Abstract

This study explores the intersection of Artificial Intelligence (AI), Communication Studies, and Video Game Studies through Baldur’s Gate 3 (Larian Studios, 2023). Drawing on the Human–Machine Communication (HMC) framework (Guzman and Lewis, 2019), it reconceptualizes AI not as an autonomous generative system but as a designed communicative interface that mediates expression, simulates agency, and co-constructs meaning with players within the boundaries of narrative design. Through close reading and thematic analysis, the research examines how non-playable characters (NPCs) such as Shadowheart, Astarion, and Gale participate in relational, ethical, and affective negotiations that shape the player’s perception of intelligence, empathy, and responsiveness. These exchanges though scripted and algorithmically constrained, produce a convincing illusion of interactivity and emotional reciprocity, reflecting the game’s intricate dialogue systems and approval-based mechanics. Incorporating Bogost’s concept of procedural rhetoric, the study argues that meaning is communicated not only through written dialogue but also through systemic design elements, such as rule-based feedback, branching structures, and affective reward loops that rhetorically perform intelligence. By linking computational design to performative communication, Baldur’s Gate 3 exemplifies how AI-inspired systems function as co-creative agents within expressive media, where technological design becomes an instrument of narrative persuasion and emotional engagement. Ultimately, the study contributes to broader discussions of human–machine relationality by framing AI as both a communicative construct and an aesthetic device.

Özet

Bu çalışma, Baldur’s Gate 3 (Larian Studios, 2023) örneği üzerinden Yapay Zekâ (YZ), İletişim Çalışmaları ve Oyun Çalışmaları’nın kesişim alanını incelemektedir. Guzman ve Lewis’in (2019) İnsan–Makine İletişimi (HMC) çerçevesinden hareketle, YZ yalnızca teknik bir üretim aracı ya da otonom bir sistem olarak değil; ifade biçimlerini aracılık eden, ajansı simüle eden ve oyuncularla birlikte anlamı, duyguyu ve anlatıyı yeniden kuran tasarımsal bir iletişim arayüzü olarak yeniden kavramsallaştırılmaktadır. Yakın okuma ve tematik analiz yöntemleriyle yürütülen araştırma, Shadowheart, Astarion ve Gale gibi oynanabilir olmayan karakterlerin (NPC) zekâ, empati ve yanıt verebilirlik algısını biçimlendiren ilişkisel, etik ve duygulanımsal müzakerelere nasıl katıldığını ele almaktadır. Önceden yazılmış ve algoritmik olarak sınırlandırılmış bu etkileşimler, karmaşık diyalog sistemleri, onay temelli mekanikler ve dallanan anlatı yapıları aracılığıyla etkileşim ve duygusal karşılıklılık yanılsaması üretmektedir. Bogost’un “prosedürel retorik” kavramını merkeze alan çalışma, anlamın yalnızca sözel diyaloglar üzerinden değil; kural temelli geri bildirim, duygulanımsal ödül döngüleri ve oyun mekaniği gibi sistemsel unsurlar aracılığıyla da üretildiğini ileri sürmektedir. Baldur’s Gate 3, hesaplamalı tasarım ile performatif iletişimi ilişkilendirerek, YZ odaklı sistemlerin anlatısal ikna, duygusal katılım ve oyuncu deneyiminin eş-yaratıcı unsurları olarak nasıl işlev gördüğünü göstermektedir. Sonuç olarak, çalışma YZ’yi hem iletişimsel bir kurgu hem de estetik bir araç olarak konumlandırarak insan–makine ilişkisine dair çağdaş tartışmalara katkı sunmaktadır.

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Cite This Article

Süngü, E. (2026). Human–Machine Communication in Fantasy Realms: Artificial Intelligence, Narrative Reciprocity, And Ludic Interaction in Baldur’s Gate 3. Kültür ve İletişim, Cilt: 29 Sayı: 57, 256–284. https://doi.org/10.18691/kulturveiletisim.1822422

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