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When Prophecy Becomes a Management Tool

This article examines how God of War Ragnarök treats prophecy not as mystical truth, but as a system for managing behavior. Fate functions as infrastructure: by convincing gods and mortals that the ending is inevitable, the system narrows choice and turns resistance into compliance. Odin weaponizes information and narrative control, while prophecy limits imagination more effectively than force. Kratos threatens this structure by refusing narrative finality, while Atreus initially believes understanding prophecy will grant agency. The game reveals that “fate” is often just predictable behavior under stable incentives—and that the system collapses when characters stop performing inevitability. Ragnarök isn’t destiny fulfilled; it’s inevitability disrupted by unmanageable human choice.
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