Silent Performers of Myth:

Structuralist and Poststructuralist Approaches to The Stanley Parable

Released in 2013, The Stanley Parable is a piece of interactive fiction created by independent developer Galactic Café. I introduce the game as an “interactive fiction” to underscore its attentiveness to narrative, because while it can be “beaten,” that is most certainly not its focus; besides, to argue the definition of a game is a topic for another essay entirely. The point is that, rather than focusing on nuanced mechanics and systems, the narrative structure of the game and its interrogation of player agency comprise the heart of The Stanley Parable’s experience.

On the latter point of agency, the game drives home the idea that, though games may afford players with a sense of control over the outcomes of both predetermined and emergent narratives, the range of outputs is limited by virtue of the limitations of assets and coding. In Grand Theft Auto V, for example, players can hold up gas stations, run over pedestrians, and go skydiving, but they cannot attend classes at a university, leave the fictional game-world of Los Santos, or perform any action that would require assets or feedback loops not provided for in the game’s files and programming. Continue Reading

Shovel Knight Redug

The Retro Game as Hypertext and as Uchronia

First, I will use Jean-Marc Limoges’ work on reflexivity and mise en abyme – a figure whereby a work’s structure is self-replicated within itself, i.e., a play in a play, or a film in a film – which he constructed from his predecessor Jacques Gerstenkorn (Gerstenkorn, 1987). I will use his summary table and adapt it briefly to video games, placing the examples of reflexivity in Shovel Knight laid out by David Boffa in his essay (2015). In so doing, we must recognize a kind of difference that Gerstenkorn and Limoges traced in film, between the cinematographic and the filmic. Similarly, we would do well to distinguish between the ludic (referring to playing and games in general, abstract principles and terms), and the gamic (the individual games themselves). From their work, I argue that reflexivity can, broadly, occur in four types in video games: Continue Reading

Shovel Knight

and Self-Reflexivity: The Retrogame as Metafiction and as History

Yacht Club Games’ Shovel Knight (2014) has been a retro-gaming hit, lauded as much for its crisp gameplay, attractive visuals, and catchy chiptune soundtrack as for its success in channeling and revitalizing the feel of classic 8-bit video games. The game focuses on the eponymous hero’s quest to rescue his companion Shield Knight from the evil Enchantress, doing battle with knights from “The Order of No Quarter” and collecting treasure along the way. As players and reviewers have noted, the game is effective because it does not rely simply on nostalgia, even if (as its developers have stated) it is strongly influenced by games like Zelda II, Castlevania, and Super Mario Bros. 3, among others. Rather, Shovel Knight employs nostalgia as just one of many tools in its impressive arsenal to create a meaningful and rewarding gameplay experience. I’ve now played through it nearly three times (twice normally and once in “New Game Plus” mode, in which I have yet to conquer the final stage). Continue Reading

Rethinking ∆Flow

in Relation to Narrative Within The Last of Us

Flow is an immediate, task-based construction. Csikszentmihalyi argues that flow exists in a ‘flow channel’ residing between anxiety and boredom, both of which measure challenges as they relate to skill level (ch.4). He believes people experience anxiety if challenges are too great for their skill level, and boredom if their skills are too great for the challenges provided (ch.4). Within the flow channel, however, “the difficulty is just right for [their] [. . .] skills” (Csikszentmihalyi ch.4), and people can become “completely absorbed by the activity” (Csikszentmihalyi ch.3). The exact activity matters very little; all that is required to enter the flow channel is an actionable task that possesses clear goals, adequately matches a person’s skill level, demands a certain level of concentration, and gives immediate feedback (Csikszentmihalyi ch.3). Indeed, flow is simply a task loop – goal, action, feedback – immediately registered by the player, traversing upwards through the flow channel as both skills and challenges increase in tandem. Continue Reading

Mapping Gotham

Layering and Transmedia in Batman’s Fictional City

The Arkham games reveal the most palimpsestual qualities of Origins’ Gotham are tied up with the Gotham of Arkham City. While the concept of the palimpsest derived from textual analysis places importance on that which has been erased from a manuscript document to make space for new writing, in critiquing contemporary cultural objects we can think in terms of layering as well as erasure to focus on the theoretical implications of adding new tiers of meaning to form novel products over on top of relevant qualities that pre-exist in the transmedia assemblage. Asylum’s world was largely limited and matched the player’s linear progression through the game’s narrative. Players are allowed to visit one part of the game map at a time, and a heavy emphasis is placed upon indoor environments. Open movement through the exterior areas of Arkham Island is mainly used to go from building to building, with only sidelining points of interest. In Arkham City, however, the focus shifts from the inside to the outside, as the game is filled with side missions and enemies to face all over the map, as well as some missions involving trails of clues from point to point in the city, or chases that ask the player to traverse great distances over a limited period of time. Continue Reading

Playing the Photographer

in The Last of Us Remastered: a New Frontier of Digital Photography?

In-game screenshots are by no means a new phenomenon; publishers have long used the techniques of live-action photography to capture scenes of their video games for use as advertising materials. So too have gamers had the opportunity to take screenshots during play for later reflection and sharing. The photo editor mode in TLOUR is unique in that it does not require technological literacy, such as modding or coding, to operate this feature. A player does not need specialized skills beyond the ability to play the game in order to take photos. This democratization of game photography may be another commercial impetus, a means of Naughty Dog to get more people creating promotional content for their game, but it also enables a new means of play and self-expression. Continue Reading

Beyond Elliot Page

The Limits of Agency in the Interactive Storytelling

But ultimately, the interactive elements of Beyond: Two Souls prove to be of inadequate meaningfulness. Your participation as a player has minimal importance on how events unfold throughout the game. While players are given the opportunity to react to events and interact with the world, there is no real in-game penalty for failure, often including failure to act. The game creates numerous Deus ex machina situations to bail players out and reveals the general lack of agency the player has in influencing the game world. In Beyond: Two Souls, telling the story is more important than playing it. Continue Reading