Game Design Second Edition 2nd Edition 2004
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is accessible textbook gives students the tools they need to analyze games
using strategies borrowed from textual analysis. As the fi eld of game studies
grows, videogame writing is evolving from the mere evaluation of gameplay,
graphics, sound, and replayablity, to more refl ective writing that manages
to convey the complexity of a game and the way it is played in a cultural
context.
Clara Fernández-Vara's concise primer provides readers with instruction on
the basic building blocks of game analysis—examination of context, content
and reception, and formal qualities—as well as the vocabulary necessary
for talking about videogames' distinguishing characteristics. Examples are
drawn from a range of games, both digital and non-digital—from Portal
and World of Warcraft to Monopoly —and the book provides a variety of
exercises and sample analyses, as well as a comprehensive ludography and
glossary.
In this second edition of the popular textbook, Fernández-Vara brings the
book fi rmly up-to-date, pulling in fresh examples from ground-breaking
new works in this dynamic fi eld. Introduction to Game Analysis remains a
unique practical tool for students who want to become more fl uent writers
and critics not only of videogames, but also of digital media overall.
Clara Fernández-Vara is Associate Arts Professor at the NYU Game Center,
New York University. She teaches courses on game studies and narrative
design, and works as a freelance game designer and writer. As a researcher,
her main interest is in exploring the integration of stories and gameplay, as
well as developing theoretical frameworks to understand games better.
Introduction to
Game Analysis
Introduction to
Game Analysis
Clara Fernández-Vara
Second edition
Second edition published
by Routledge
Vanderbilt Avenue, New York, NY
and by Routledge
Park Square, Milton Park, Abingdon, Oxon, OX RN
Routledge is an imprint of the Taylor & Francis Group, an informa business
© Taylor & Francis
e right of Clara Fernández-Vara to be identifi ed as author of this work has been asserted by
her in accordance with sections and of the Copyright, Designs and Patents Act .
All rights reserved. No part of this book may be reprinted or reproduced or utilised in any
form or by any electronic, mechanical, or other means, now known or hereafter invented,
including photocopying and recording, or in any information storage or retrieval system,
without permission in writing from the publishers.
Trademark notice : Product or corporate names may be trademarks or registered trademarks,
and are used only for identifi cation and explanation without intent to infringe.
First edition published by Routledge
Library of Congress Cataloging-in-Publication Data
Names: Fernández-Vara, Clara, author.
Title: Introduction to game analysis / Clara Fernández-Vara.
Description: Second edition. | New York, NY : Routledge, . | Includes ludography.
Identifi ers: LCCN (print) | LCCN (ebook) |
ISBN (Master) | ISBN (hardback : alk. paper) |
ISBN (pbk. : alk. paper) | ISBN (ebk.)
Subjects: LCSH: Video games—Evaluation. | Video games—Design. |
Video games—Psychological aspects. | Video games—Social aspects.
Classifi cation: LCC GV. (ebook) | LCC GV. .F (print) |
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LC record available at https://lccn.loc.gov/
ISBN: ---- (hbk)
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v
List of Figures xi
Foreword to the Second Edition xii
Acknowledgments to the First Edition xiv
The Whys and Wherefores of Game Analysis 1
Introduction
How Are Games Texts?
What Is Textual Analysis?
Game Analysis for All
TextBoxTheProblemswithCanons
e Building Blocks and Areas of Study
of Game Analysis
Context
Game Overview
Formal Aspects
Defi ning the Area of Study and Our Audience
Are We Ready?
Notes
Preparing for the Analysis 25
Introduction
Your Analysis Is as Good as Your Sources
Playing the Game Critically
What Does "Finished" Mean?
Interactivity and Critical Distance
ExerciseWhatTypeofPlayerAreYou?
Walkthroughs and Cheats
Gathering Information about the Game
Contents
vi Contents
Overview of Possible Resources
Game Box and Manual
Game Reviews
Academic Articles
Press Releases and Advertisements
Newspaper Articles
Developer Diaries and Talks
Postmortems
Resorting to Pre-existing eories to Understand Games
Access to the Game and Accounting for Your Sources
Secondary Sources
TextBoxTheInternetArchive
Player Data
Preparing to Analyze Virtual Worlds
e Problem with Spoilers
e Readiness Is All
TextBoxWalkthroughonHowtoPrepareto
AnalyzeaGame
Notes
Areas of Analysis 1: Context 60
Introduction
Context Helps Understand the Game
What Counts as Context?
Context: e Building Blocks
Context Inside the Game
Further Reading
ExerciseMappingGameplay
Production Team
Further Reading
Game Genre
Further Reading
ExerciseGenreHistory
Technological Context
Further Reading
ExercisePlatformComparison
Socio-Historical Context
Further Reading
Contents vii
Economic Context
Further Reading
Audience
Further Reading
ExerciseWhatMakesaGameHardcore?
Relations to Other Media
Further Reading
To Sum Up
Notes
Areas of Analysis 2: Game Overview 95
Introduction
Game Overview: Building Blocks
Number of Players
Single Player vs. Game
Multiple Players vs. Game
Player vs. Player
Multilateral Competition
Team Competition
Unilateral Competition
Cooperative Play
Further Reading
ExerciseHowManyPlayersCanPlayThisGame?
Rules and Goals of the Game/Game Modes
Further Reading
ExerciseGe ingtotheCoreofHowtoPlayaGame
Game Mechanics
Further Reading
ExerciseCountingtheVerbs
Spaces of the Game
Further Reading
Fictional World of the Game
Further Reading
Story
Further Reading
ExerciseWhatMakesaGameStory-driven?
Gameplay Experience
Further Reading
ExercisePlayer-watching
viii Contents
Game Communities
Further Reading
To Sum Up
Notes
Areas of Analysis 3: Formal Elements 131
Introduction
TextBox BewareofBuzzwords
ExerciseLearningfromBadGames
Formal Elements: Building Blocks
Rules of the World
Further Reading
ExerciseMatchingtheVerbswiththeFictionalWorld
Diegetic vs. Extradiegetic Rules
Further Reading
Save Games
Further Reading
Relationship Between Rules and the Fictional World
Further Reading
Abstraction
Further Reading
ExerciseSimulationvsRepresentation
Values and Procedural Rhetoric
Further Reading
ExerciseSeriousGames
Procedural Content vs. Hard-Coded Content
Further Reading
Game Dynamics
Further Reading
e Gap between the Player and the Game:
Mediation
Further Reading
Control Schemes and Peripherals
Further Reading
ExerciseHow"Intuitive"AretheControls?
Diffi culty Levels/Game Balance
Further Reading
ExerciseHardGamesAreFunToo
Contents ix
Representation (Visual Design, Sound Design,
and Music)
Further Reading
Representation and Identity
Further Reading
Rule-Driven vs. Goal-Driven Games
Further Reading
ExerciseGoalStructure
Levels and Level Design
Further Reading
ExerciseWordlessTutorials
Choice Design
Further Reading
ExerciseExaminingMoralChoices
Cheats/Hacks/Mods/Bugs
Further Reading
ExerciseFanRemakes
To Sum Up
Notes
Writing the Analysis 201
Introduction
TextBoxUsingSpecifi cExamples
Types of Analyses: Overview
ExerciseAnalyzingtheAnalysis
Game Summary: e Key Section
Journalistic Review
ExerciseWriteaRetroReview
TextBoxImitatingBadWriting
Historical Analysis
ExerciseKeyGames
Game Communities
Quantitative vs. Qualitative
e Issue with Virtual Worlds
ExerciseExpertPlayersinOnlineGames
TextBoxCloseReading
Illustration of a eory
TextBoxDefi ningYourTerms
x Contents
Interpretative Analysis
Personal Account
ExerciseRewritetheAnalysis
Putting It All Together
Notes
Wrapping Things Up 258
So You Have Written Your Analysis. What Now?
e Art of the Rewrite
Academic Integrity: Include Your Sources
e Challenge of Including Games in Your Sources
What Next?
Note
Appendix I: Sample Analyses
Sample Analysis : Journalistic Review
Sample Analysis : Historical Analysis
Sample Analysis : Games as Examples to Illustrate a
eory
Sample Analysis : Personal Account
Notes
Appendix II: List of Other Published Analyses
Analyses of Individual Games: Articles
Analyses of Individual Games: Books
Collections of Game Analyses
Analyses of Game Communities
Glossary
Ludography
Index
xi
. Comparison between the covers for the game Ico ()
. Knight Lore (), developed for the MSX, running
on an emulator for OSX
. Comparison between the original version of
Pac-Man () and its Atari VCS port ()
. Diff erent multiplayer confi gurations
. In Galaxian , the player controls the ship at the
bottom, while the ships move sideways and then
fl ow down the screen
. e overlap between the rules and the fi ctional world is
the simulation; the more overlap there is between rules
and world, the more nuanced the simulation will be
. Illustration of the zone of fl ow fi nds a balance between
the skill required and the diffi culty of the challenge
Figures
xii
ose of us who study games are in for a ride every day. Game stud-
ies involves many disciplines that must be in constant conversation, even
though at times each fi eld may use what sounds like a diff erent language.
Games—digital and non-digital—transform through the participation of
players; in the case of videogames, they use technology that is constantly
evolving and creating new opportunities to play. e economic models of
games change constantly and strive to fi nd new ways to both fi nance their
creators as well as reach new audiences.
Because of the ever-changing nature of our object of study, a book on game
analysis is but a snapshot of the state the fi eld at the moment of writing.
Even though there is a core of works and concepts that are well known, the
fi eld does not remain the same for long. In the interval between the initial
release of this book and this second edition, the world of games has trans-
formed in ways that impact their study and analysis. e revisions in this
volume are a response to these transformations—expanded sections, new
game examples, and updated bibliography and ludography.
e growth of certain trends and the appearance of new phenomena needed
to be refl ected in this textbook. Some of these changes and evolutions are
the widespread use of video streaming as a way to understand and critique
games, which has also become a mode of surrogate play, the increased ease
of access to virtual reality and augmented reality technologies, or how diver-
sity in game makers and players has become a mainstream discussion that
both the games industry and academia are addressing. New games also have
given me the chance to illustrate some of the building blocks that make up
the analysis in certain ways as well. Last but not least, the appearance of
new types of resources, such as the repositories of magazines and computer
games at e Internet Archive, has also changed the way that we access
games, particularly older titles, that had remained hardly accessible before.
In the time since this book was fi rst published, I have also been a full-time
professor at the NYU Game Center, where I have been teaching game
Forewordtothe
SecondEdition
Foreword to the Second Edition xiii
studies and design classes. Many of the tweaks and additions to this book
are responses to feedback from my students in these years, as well as tricks
I have developed to help them learn to think about games critically and
improve their academic writing.
In the writing of this second edition, I would like to thank the reviewers of
the fi rst edition, who sent me feedback that I have tried to address as best as
possible. I also owe a big thanks to Janet Murray, Todd Harper, T.L. Taylor,
and Austin Walker, who provided essential feedback in key updates of the
text. I am also very grateful to my editor, Erica Wetter, for her enthusiasm
and support, without which this revised version would not have been pos-
sible. My students in the last fi ve years, with their eff ort, struggles, and bril-
liance, have also contributed to the expansions in this book—my thanks to
all them for helping me become a better teacher every day.
e biggest and warmest thanks must go to my son Mateo and my husband
Matt, who tolerate me absconding to write in coff ee shops, and always wel-
come me back home with cuddles. I would not have been able to do this
without you.
xiv
Acknowledgmentsto
theFirstEdition
is book started as a class handout for undergraduate students, whose goal
was to provide some guidelines for analyzing games as part of their assign-
ment. I kept expanding the handout until it was actually longer than the
assignment students had to write, when I realized that I had a lot to say
about the topic.
First of all, thanks to my students over the years who have written game
analyses, from whom I have learned the most in order to write this book.
anks to Mia Consalvo, who was the fi rst to suggest that I should
turn the handout into a book, and has provided a lot of support and feed-
back throughout the whole process of production.
e concept of this book and a good deal of its writing took place while
I was a researcher at the Singapore-MIT GAMBIT Game Lab. My col-
leagues there, as well as collaborators and visiting scholars, provided
much of the support and feedback that kept this book going: Doris Rusch,
Geoff rey Long, Jason Begy, Konstantin Mitgutsch, Todd Harper, Abraham
Stein, Pilar Lacasa, Jaroslav Svelch, David Finkel, William Uricchio, Philip
Tan, Chor Guan Teo, and the rest of the GAMBIT staff and participants in
our weekly research meeting.
Many thanks as well to Nick Montfort, who lent me a space to continue
researching at e Trope Tank in MIT, and provided constant inspiration
and challenges that have found their way into the book.
anks to all who provided resources and feedback as the manuscript was
taking fi nal shape: Jesper Juul, Mikael Jakobsson, Brendan Keogh, Chris
Dahlen, Mattie Brice, Joel Goodwin, Nina Huntenman, T.L. Taylor, and the
anonymous reviewers of the proposal.
My editor Erica Wetter and Simon Jacobs, editorial assistant, have been
supportive and patient, and always had ideas and solutions whenever I was
stuck. To both, many thanks.
Acknowledgments to the First Edition xv
e inspiration from this book comes from many years of writing literary
analyses, which helped me come up with my own model to analyze media
as texts. anks to my literature professors through the years, especially:
mi padre, Jesús Fernández Montes y el otro Jesús en el Instituto Parla III,
Robert Shepherd, Manuel Aguirre, and Philip Sutton, whose handouts on
how to analyze a theatrical performance were the model I used for the origi-
nal guide.
And of course this book would not be here without the unfailing support
of my husband Matt, who is my living encyclopedia of games and gives me
cuddles so I can keep going.
To all of them goes my gratitude. e faults in this work are my own.
INTRODUCTION
Waiting in line on the fi rst day of PAX East , I overheard two video-
game fans talking about Dragon Age . ey were sharing their opinions about
the game, which they had enjoyed. ey talked about how the writing was
great, as one could expect of Bioware, but the graphics still needed another
pass; the smooth gameplay made up for some of the graphical glitches. e
game was the right length; this mission was fun. en they moved on to
talk about a series of fantasy novels, whose title I did not pick up. According
to these fans, the novels had very engaging characters, whose story across
the novels was consistent but also surprising; they particularly loved how
believable the dialogue was, which managed to blend contemporary lan-
guage with a fantasy setting. e writing style was not pretentious, and it
built a world they wanted to be part of. ey recapitulated their favorite
chapters, and why they liked them.
What shocked me about this overheard conversation was the diff erence
between how they discussed videogames and novels. While their opinion
of Dragon Age: Origins () rated a laundry list of high-level concepts
of game reviews, they discussed fantasy novels from their experience as
readers, using a much more specifi c vocabulary, and providing arguments
TheWhysand
Whereforesof
GameAnalysis
e Whys and Wherefores of Game Analysis
based on specifi c aspects of the novel. eir opinion of videogames was
based on a series of sliding scales (gameplay, graphics, story), whereas their
discussion of the novels centered on a more nuanced discussion on why
they liked them.
e diff erence in discourse made me realize one of the main problems of
videogame analysis and criticism. Videogame fans talk about games by bor-
rowing terms from game reviews, which at the same time cover the talk-
ing points provided by marketing: Fantastic graphics! Immersive gameplay!
Hollywood-like stories! It is not a problem of literacy—these two fans were
able to provide thoughtful criticism, and they knew the game well. However,
their vocabulary to talk about games was not on a par with how they dis-
cussed novels. In my own experience as a teacher, I have seen the same shift
in students who can produce a thoughtful and solid fi lm analysis, but then
shift to a casual, shallow register when they write about a game.
e guidelines presented in this book are based on my own experience as
a media and game studies teacher, as a researcher and as a developer. Con-
versations like the one I overheard at PAX are part of my inspiration for
this book—I want students who are passionate about games to snap out of
their shallow discourse and use their knowledge to discuss games with the
depth and nuance they deserve, since they often demonstrate the knowl-
edge and capacity they need. My goals also include reaching out to those
who may not consider themselves "gamers" or "board game geeks," but who
would like to learn more about games by playing them. A third group this
book is intended for are scholars with a background in the humanities and
social sciences, who want to extend their appreciation of media to games,
both digital and non-digital. Although they may feel comfortable applying
the theories and methods of literature, fi lm, or communication studies to
games, the aim here is to highlight what the aspects of games are that not
only defi ne them, but also distinguish them from other media.
For those readers who may already come from an established humanistic
or social sciences fi eld, the main hurdle to entering game studies is perhaps
a pervading skepticism about whether games, digital or not, can become a
medium worthy of study, as literature, theater, or fi lm already are. Games
discourse is not usually associated with academic conferences or special-
ized journalism, but rather online streamers talking over the games they are
playing for their audience, or newscasters talking about the uproar about
the violence in the latest bestselling game. e academic study of games,
e Whys and Wherefores of Game Analysis
however, is much older than people may think—Johan Huizinga's Homo
Ludens , one of the foundational texts of game studies, discusses play as an
essential aspect of cultural practice, and was fi rst published in ;
psy-
chologist Jean Piaget discussed the role of play in child development in his
book, La Formation du Symbole chez l'Enfant: Imitation, Jeu et Rêve, Image
et Représentation in .
Although the fi eld of game studies is relatively
young in comparison with other disciplines, it is also becoming an estab-
lished academic fi eld rather fast. At the end of the s, scholars like Espen
Aarseth or Janet Murray started calling attention to games as their focus of
study;
the fi rst issue of the academic journal Game Studies was published in
July ,
while the Digital Games Research Association (DiGRA) confer-
ence started back in .
As we will see in the following chapters, a sophisticated discourse on games
does exist and it is becoming more widespread. Unfortunately, only a
reduced group of scholars and a smaller number of practitioners and critics
are familiar with it these days. At present, mainstream videogame journal-
ism and industry dominate the creation of analytical models in relation to
popular culture—it is more likely that videogame fans will watch a video-
game review on YouTube, or read a development blog than any of the papers
given at the DiGRA conference. is is why these pages introduce readers
to exemplary texts from a variety of sources, focusing on academic analyses
of games.
e infl uence of marketing on the discourse, particularly in the area of digi-
tal games, is not negligible. Game reviews are one of the fi rst (and often
only) types of game writing that mainstream audiences are exposed to. is
type of writing can be subject to a series of economic pressures that may
condition its content. An online visit to some of the major websites special-
izing in videogames will probably reveal a site plastered with huge adver-
tisements for the latest videogame releases. Publishers may also provide
journalists and videogame reviewers early access to the games provided
they do not publish anything before a specifi c deadline.
If a site posts any
news that breaks the embargo, its staff may not get advance copies of games
and publishers will withdraw their advertisements from the site, preventing
the site both from having advance content and taking away revenue from
advertising. Subjectivity is inevitable (and even necessary) in reviews; the
issue is that, in some specialized sources, the revenue model can infl uence
the content to the point that some reviews are overtly biased toward the
positive.
e Whys and Wherefores of Game Analysis
ere is a space for videogame reviews as consumer reports; the problem
is that those reviews can be skewed by economic interests.
Plus, there are
other types of journalistic writing, written in a way that is accessible to the
general public, which refl ects on the cultural role of games and players.
e state of videogame reviews is steadily changing thanks to new jour-
nalistic models and approaches, and it is not a problem that will be tackled
directly here. My concern is that there is no reason for writers outside
certain specialized sites to replicate that kind of discourse, particularly
in academia. Scholars should be able to talk about what we like and what
we do not with a certain level of nuance, understanding our role as play-
ers and how our experience may diff er from other people's, being able to
explain what it means to have a user interface that does not follow con-
ventional confi gurations, or discuss the diff erences between the male and
female player characters in terms of mechanics. ere is so much more
that game analysis can talk about beyond the quality of the graphics or the
diffi culty curve.
A more sophisticated way to talk about games is useful to both scholars and
players. e aim of this book is to make the tools of academic analysis more
accessible to everyone. Many schools have incorporated the study of games
in their curricula, particularly in departments of social sciences and the
humanities, and it may be diffi cult to know where to start or how the new
subject fi ts with the rest of the materials covered. Game analysis is also rel-
evant to practice-driven schools or computer science departments, because
they need to be familiar with pre-existing works and what they have done in
order to understand them as well as create innovative games.
My aim is also to encourage everyone with an interest in games to learn
more about them and produce thoughtful refl ections. If you consider your-
self a gamer who breathes and lives in game worlds, my aim is to take advan-
tage of your expertise and apply it to examining games systematically, within
a specifi c academic domain and approach. Having an extensive knowledge
of games is obviously helpful to analyze games; in my classes, I try to take
advantage of the personal investment my students already have as a motiva-
tion. My teaching focuses on the aspects of games that can provide material
for analysis, their interrelationships, and how those aspects can be tackled
from diff erent perspectives. Analysis is also a tool for budding game design-
ers, who can learn about diverse design aesthetics and develop a vocabulary
to understand games better, as well as to communicate their designs to the
people they work with. Being aware of the diff erent processes that generate
e Whys and Wherefores of Game Analysis
meaning in games is essential to understanding their role as a cultural and
artistic expression.
e guidelines in this book should also be helpful to those who do not con-
sider themselves game experts. e strategies here are not strict guidelines;
they provide some considerations to be made when tackling games, a map
of the diff erent building blocks of the analysis, and a series of comparative
examples. e idea is to help writers fi nd their own way into games and
how to talk about them, making use of what they already know, even if it
is not games but other media. We must also remember we do not have to
limit ourselves to videogames, and that there are many types of games—
playground games, card games, board games, arcade games, casual games,
shooter games, escape the room activities, to name but a few—which can all
be dissected and discussed.
By providing tools to analyze games in a cultivated way and promoting the
generalization of academic discourse, my hope is that the readers of this
book realize that there are many ways to talk about games. Improving the
discourse will allow players to engage with games in novel ways and become
more critical of what they play. In fi lmic terms, it is similar to the diff erence
between a moviegoer , who is someone who goes to the movies regularly to
be entertained, and a cinephile , who is a more demanding audience member,
has an extensive knowledge of fi lm history, and can articulate the relevance
of a movie and relate it to other works. In a similar way, we need more
diversity of ways to engage with games, ranging from the casual player to the
ludophile who knows about the history and form of the medium in depth.
e foundation to a more sophisticated discourse on games is to understand
them as texts . e methods I propose here are strategies for textual analysis
applied to games, both digital and non-digital, derived from a humanistic
background. is raises a set of questions, which I will address in the follow-
ing sections: How are games texts? What is textual analysis? What can we
learn through the analysis of games?
HOWAREGAMESTEXTS?
e term text is usually associated with the written word, which is also part
of the dictionary defi nition. Because the practice of textual analysis has
a strong tradition in the humanities, particularly in literature, the phrase
e Whys and Wherefores of Game Analysis
has persisted in relation to reading and writing. As someone with a strong
background in literature, I studied poems and novels, for example. When
studying theater, however, it became evident that the text alone was not
enough, because the meaning of the text would also depend on the way
the actor would deliver a certain line, and the context of the performance.
In this case, the term text also applies to the performance of the play or an
excerpt from it. "To be or not to be" means something diff erent depending
on the actor playing it and the overall concept of the production, even if
the words do not change. I realized that what text means extends to other
artifacts that can also be objects of study: from literal text, such as a novel,
philosophical essays, or historical documents, to non-written or even non-
verbal text, such as movies or paintings, to sports events or broadcasts.
is is not my discovery—French theorist Roland Barthes, in his book
Mythologies , provides a classic example of how the concept of text can be
applied to activities and artifacts that may also be a form of human expres-
sion.
e articles included in the book examine the cultural status of items
such as red wine and detergents, to activities such as professional wrestling
or striptease.
Textual commentary can also take many shapes and forms, from a very
systematic analysis that helps develop specifi c theoretical concepts. For
example, Gérard Genette's Narrative Discourse: An Essay in Method is a
book-long analysis take on Proust's multi-volume novel À la Recherche du
Temps Perdu [ Remembrance of ings Past ], which at the same time is devel-
oping a conceptual framework to understand general structures of narrative
discourse.
A very diff erent form of textual analysis can take advantage of
the properties of digital media, creating a free-form multimedia essay, such
as Peter Donaldson's article on Shakespeare's e Tempest , which invites the
reader to explore the essay to convey the multi-layered, complex nature of
the play and one of its fi lm adaptations, Prospero's Books ().
is broad understanding of the term allows us to approach games as texts,
whether they use cardboard, computers, or spoken words. We can study
games as a cultural production that can be interpreted because they have
meaning. eir cultural signifi cance can derive from the context of play:
who plays games, why and how, how the practice of playing relates to other
socio-cultural activities and practices. Meaningful play also results from the
player interacting with the systems and representations of the game. us,
when we analyze games, we study meaning within the game (meaningful
play) and around it (cultural signifi cance). e text is not limited to the work
itself, but also to where the text is interpreted and by whom.
e Whys and Wherefores of Game Analysis
If we consider games texts, we can also understand them better by analyz-
ing what Gérard Genette calls paratexts —texts that surround the main text
being analyzed, which transform and condition how the audience interprets
that main text.
Texts such as the author's name or the title, reviews, or
discussions about the work can predispose the audience to read the text
a certain way. For example, some readers may be more willing to engage
with a novel if the writer is a renowned author; if the work comes from a
new novelist, readers may be more critical. Again, these texts do not nec-
essarily have to be written, since we are using the term in a broad sense.
In videogame terms, paratexts would include the box of the game, the
instruction manual, the game's commercial website, reviews, and interviews
with the developers, as well as other media, from other games to commer-
cials or fi lms that may have been inspired by the game or spawned by it. e
way that a game is branded also becomes part of the paratexts of the game
and how we understand it—branding creates expectations because it may
belong to a pre-existing game series, or feature the name of a famous devel-
oper on the box. Extending Genette's concept to videogames allows us to
understand how they become complex media artifacts in the light of these
paratexts, since they provide further layers of interpretation. e building
blocks described in the context area of Chapter deal with the variety of
paratexts that we can use to analyze the game.
One of the challenging issues when writing about games, particularly when
bringing methods and approaches from literature, fi lm, or communication
studies, is whether games can actually be understood as a new way of com-
munication. Mark P. Wolf entitled one of the earliest books in the game stud-
ies fi eld, e Medium of the Video Game ; the word medium seems to imply
that there is a message in them. Games as an expressive medium, however,
are hardly a one-way method of communication where the designer "tells"
a message to the player. e player is a necessary part of the text; it is dif-
fi cult to fi nd games where there is no player input,
as the game is not really
a complete text without a player who interprets its rules and interacts with
it. When we study games, we investigate how players engage with the text at
diff erent levels: how players understand the rules, and follow or break them,
how players create goals for themselves, how they communicate with each
other, to name but a few. e materials can be very rich—Mia Consalvo's
book, Cheating , deals with the diff erent ways in which players defi ne cheat-
ing in games, how they cheat, and how it changes the game.
Players can also communicate and relate to each other through the game—
after all, most games without computers are social activities. erefore,
e Whys and Wherefores of Game Analysis
some of the processes that can be studied if we consider games a medium
are how players connect to each other through the game. Some games do
incorporate responses to the designer, such as a table-top role-playing game
where the players talk directly to the game master, or playground games
where players are constantly inventing, negotiating, and arguing about the
rules. In others, the cycle of feedback may take longer, with players post-
ing on online forums what they like or dislike about a game, or stream-
ers providing moment-to-moment commentary as they play. Even though
games are not usually a two-way medium where the player can respond
to the designer of the game, the necessary participation of the player and
their interpretation constitute a cycle that can be understood as a medium.
It may be the case that there is no designer to talk back to, because it is a
folk game (like Poker or Go Fish), which may prove that the communication
is not between the player and the designer, but rather between the player
and the game. If players do not like Old Maid, they will not complain to the
designer, even if there was one. If they do not like the rules, they will simply
change them and adapt them to how they want to play.
Some games have
made talking to the player about the game directly into an expressive device,
such as e Beginner's Guide () where the designer analyzes a series of
incomplete game levels by a fi ctional game designer, or Getting Over It with
Bennett Foddy (), a game of heightened diffi culty where Foddy himself
encourages the player to persevere and refl ects on the nature of failure as
the player struggles to advance in the game.
So games are a strange medium, where the communication takes place as
a constant cycle of players making sense of the game, fi guring out what
they want to do, and seeing what happens. It is a medium that, by neces-
sity, establishes a dialogue between the game and the players, and among
players.
Some aspects of games can be analyzed from the standpoint of other media,
such as examining cinematics from a fi lm studies point of view, or from
visual design. e purpose of this book, however, is to call attention to how
games are diff erent from other media. Rather than limiting ourselves to
thinking about games as a medium to convey messages, we can think of
them as artifacts that encode certain values and ideas, which players decode
and engage with as they play. Mary Flanagan argues that game developers
should be more aware of the values that their games incorporate, and use
them as an expressive device.
An example of the type of issue Flanagan
talks about is the arcade game, Death Race (), whose creators thought
e Whys and Wherefores of Game Analysis
it would be funny to have a game where the goal is to run pedestrians over,
then marking a tombstone on the spot where the person was killed. Even
with blocky graphics in black and white, the game caused one of the earliest
controversies about videogame violence in the US.
Death Race was inter-
preted as a message inciting players to violence by people who did not play
it; however, the creators and many players thought it was a fun game and
did not think about the implications of their design decisions. Similar con-
troversies repeat periodically, only the games get better graphics and sound
and more complex design. What we can learn from this story is that games
can be read diff erently depending on the audience, and that the system of
the game embodies certain values which can also be the subject of interpre-
tation. Once we accept that games are a type of texts, we can analyze them
as such.
WHATISTEXTUALANALYSIS?
ere are multiple methods to help us understand our reality, which change
depending on the fi eld we come from and what we want to learn. e prac-
tice of textual analysis cuts across diff erent disciplines, both in the humani-
ties and the social sciences: literature, philosophy, history, anthropology,
communication and media studies.
Textual analysis is the in-depth study of a text in the sense discussed above,
using the text as a sample or case study to understand a specifi c issue or
topic. By using inductive reasoning and analyzing specifi c texts, we can
develop general theories that can be applied to other works. e strategies
of textual analysis go beyond interpreting the piece or event itself: part of it
is trying to make sense of the text, while it may also address the varied ways
in which diff erent people can interpret it, as was the case in the Death Race
controversy.
We have a general disposition to make sense of texts, often without formal
training, in practices that can be observed in everyday life—conversations
between friends after going to the cinema, reviews in consumer websites,
book clubs, and discussions of last night's sporting match. We constantly
try to unravel the texts that we engage with on a daily basis; it is natural
curiosity. e game fans whose conversation I overhead at PAX East were
precisely doing informal text analysis, as a way to share and enjoy their
media experiences and making sense of them together. It was precisely that
e Whys and Wherefores of Game Analysis
impulse which probably took them to the convention in the fi rst place, in
order to fi nd like-minded people with whom to talk about their favorite
games and to partake of the culture surrounding games. us, analysis is
not only a form of deeper engagement, but also of creating communities
that play them critically and create a discourse based on those texts. ose
communities may be academics, journalists, or fans; they may also be the
practitioners who produce those texts and need a discourse to communi-
cate with each other.
GAMEANALYSISFORALL
So if we practice textual analysis naturally and we do it so often, what
is the point of getting formal training? What are the benefi ts of learn-
ing academic methods for text analysis? Isn't that a bit of cultural snob-
bism? In everyday life, people may associate the academic approach to
media analysis with high-brow fi lm critics haunting art-house cinemas,
for example, who seem to speak another language and with whom general
audiences fi nd it diffi cult to relate to. Academic critics may pan a fi lm that
may later become a cultural reference, encouraging the divide between
everyday audiences and the academic realm. It has happened before—
Alfred Hitchcock's Psycho () was received with mixed reviews when it
was released,
and yet today it remains a point of reference for fi lmmakers
and critics alike.
Is this book encouraging an elitist approach to analyzing and discussing
games? Well, yes and no. First of all, nothing will prevent the informal analy-
sis of games, which is second nature to so many people. What is at stake here
is fostering structured, systematic, and methodical ways to discuss games,
similar to the ones that already exist for literature, fi lm, theater, non-fi ction,
documentaries, and philosophy, for example. We need to construct an aca-
demic discourse that allows us to relate games to other media as well as
other academic fi elds, to help expand and improve our knowledge. ere is
a need to include games in the map of academic study, because the study of
games is eminently interdisciplinary, as we will see. In the end, more sophis-
tication is a means to broaden the types of discourse in relation to games,
expanding the spectrum of ways of understanding them depending on one's
background, the context of play, and so on. It is not that the pre-existing
discourse should disappear; rather, what we need is a wider variety of ways
to talk about games.
e Whys and Wherefores of Game Analysis
Encouraging more sophisticated ways of discussing games is a way to
include game knowledge as a form of cultural capital. Pierre Bourdieu
defi nes cultural capital as the kinds of knowledge that allow one to
acquire power and status, such as formal education and specifi c skills.
At the moment, the contribution of games and game studies to cultural
capital is limited, mostly because the general knowledge of games is usu-
ally derived from the marketing of games and the generation of hype about
certain titles, which trickles down to journalistic articles and blog posts.
is type of knowledge is usually not as useful to acquire "power and sta-
tus"; rather, it is often considered a waste of time. is is slowly changing
in specifi c instances where expertise translates into specifi c status. For
example, top e-sports players enjoy a reputation within their fi eld and
among their fans, and are able to make a living out of their gameplay—but
they do not yet make as much money as what elite sports players may
earn.
By improving the discourse on games, we can make it so that being
well-versed in games can be admirable and knowing about games an intel-
lectual currency.
Being able to discuss games in a cultured manner is not the exclusive realm
of hard-core players—the key is not playing a lot, but playing well. What
"playing well" means depends on the context. According to Drew Davidson,
"playing well" in this context means enjoying the experience, understand-
ing the game, and, more importantly, being able to explain what one likes
or not and why, without using terms that marketing dictates.
One plays
well by being able to understand the social set-up of a game, by interpreting
games as a performative activity, by breaking down how participation in a
fi ctional world is structured, by being able to appreciate the beauty of a sys-
tem, by spotting the references to other games or other media, and tracing
the variations or innovations with respect to other games. Understanding
the complexity of games as activities, as well as their expressive means and
features as aesthetic objects, implies expanding the ways in which we can
enjoy games, digital or not.
e aim of textual analysis in general, and this approach to game analy-
sis in particular, focuses less on making value judgments on the game and
more on appreciating how we make sense of them. Creating a game canon,
which includes games that are "good" or "the best" and which serve as a
referent to all in the fi eld, is not necessarily a way to improve games knowl-
edge as cultural capital. A game canon lays a common ground, a series of
compass points for those who enter the discourse, allowing us to chart the
e Whys and Wherefores of Game Analysis
corpus of the texts that we study. A canon, however, can also limit the fi eld
of study, again by using elitism as a criterion. Moreover, often the prime
candidates that would be popularly included in a game canon are bestsell-
ers; if we think of digital games, the list could include works such as Super
Mario Bros . (), Halo (), or FIFA (), once more displaying the
power and infl uence of marketing. Determining which are the best games
to label them as the games worth playing or analyzing is reducing our fi eld
of study. What we want is to expand the fi eld—the method here provided
is all-inclusive, where all games are worth studying, thus opening up the
possibility of discovering smaller, forgotten games, encouraging the practice
of game archeology in order to highlight works that may have been over-
looked, and fi nding new meanings in games that at fi rst may have seemed
trite. If our goal is to learn, there is so much that we can gather from playing
fl awed games, as well as the top of the crop.
The Problems with Canons
One of the clearest markers of how a writer is thinking about their audience
is how examples help illustrate the discussion. Many fi elds assume that the
reader will be familiar with the texts referred to, because they may be consid-
ered canonical and covered in foundational courses of the fi eld. For example,
scholars of English Studies are expected to know Shakespeare's key tragedies
( Romeo and Juliet (1595), Hamlet (1602), Macbeth (1606), King Lear (1607),
Othello (1604)), whereas fi lm scholars should know Citizen Kane (1941) or
Goodfellas (1990). In a similar way, in game studies, the assumption is that
scholars will be familiar with Pac-Man (1980) or Super Mario Bros. (1985).
On the one hand, canonical works provide us with a list of texts that serve
as common referent to the participants in a discipline, so we do not have to
explain every example from scratch. If you read an analysis from a fi eld that
is not yours, you will realize how diffi cult it can be to follow the argument if
you are not familiar with the texts they are discussing. On the other, canonical
lists across fi elds perpetuate works that are supposed to be "good," usually
sidelining works that may be worth revisiting, apart from often marginalizing
the work of diverse creators, especially women and people of color. In the case
of game studies, the tendency is to focus on mainstream commercial games,
because they are more accessible and more people may be familiar with them.
This is one of the reasons why I encourage my students to fi nd games that may
have been overlooked, or may be unusual—lesser-known examples may be an
undiscovered trove of knowledge, and may help highlight different creators
whose work had not been noted before.
e Whys and Wherefores of Game Analysis
Games as texts can be tackled from two angles: as works connected to
other works, or as works that can be read in diff erent ways. In the fi rst
instance, we can look for what diff erent games have in common, fi nd-
ing recurring patterns in their design, topics, aesthetics, and so on. Alan
McKee calls this a structuralist approach,
which points to the work
of theorists like Barthes, mentioned above, or Claude Lévi-Strauss, an
anthropologist who discussed the commonalities between diff erent cul-
tures and societies. On the other hand, we can focus on the processes
of sense-making while playing a game, the context in which it is played,
and how it may be understood by diff erent audiences. McKee calls these
post-structuralist strategies, relating this approach to the work of scholars
like Michel Foucault, Jacques Derrida, or Julia Kristeva. Going back to the
Death Race example, a structuralist analysis would focus on how it con-
tinued the tradition of two-player arcade games, such as Computer Space
() or Pong (), or how driving in the game maps the two steering-
wheel controllers to a top-down view of a fi eld, or what the game may have
to do with the movie that supposedly inspired it. Reading the game from
a post-structuralist view, we could explore the question of why people
who had not even played the game were so upset, and their understanding
of what an interactive medium is, and compare it to the approach of the
designers, documented in various interviews. Discussing how the game
may seem very tame (or not) by today's standards and why may be another
productive avenue of discussion.
is book provides an overview of a series of building blocks that can help
writers following either approach, structuralist or post-structuralist. We
can follow one or the other depending on what we want to learn from the
game. My goal with this book is to provide a rich framework that allows us
to understand the complexity of our subject matter and the multiplicity of
ways in which audiences can engage with the texts.
Game analysis is also a necessary tool to develop the concepts and vocabu-
lary of game studies, which is still a relatively young fi eld of study. Using
an inductive method (that is, extracting general principles from specifi c
examples), we can fi nd overarching concepts that allow us to understand
a wider range of games. ese concepts allow us to relate games and their
development, as part of the structuralist approach just described. Doug
Church complains about the limited vocabulary to talk about games, par-
ticularly within the practice of game design, and calls for the development
of what he calls formal abstract design tools , derived from the analysis of
e Whys and Wherefores of Game Analysis
specifi c games.
By examining closely the design of exemplary games, he
comes up with concepts that allow not only explaining how the game works,
but also identifying elements that can be used to understand other games
and make design connections between them. One such example is "Perceiv-
able Consequence: A clear reaction from the game world to the action of
the player," which is identifi ed both as a good element that helps the player
know that their actions are meaningful in the game world, and as a design
strategy to help the player understand the consequences of their actions in
the game. ere has been a growing number of academic works to develop
those formal abstract design tools, in the form of reference libraries or dic-
tionaries, such as the Game Design Patterns project, the Game Ontology,
or the Operational Logics approach.
e conceptual framework to under-
stand how games tick and how we relate to games is still a work in progress;
Church's proposal to derive tools from the close reading of actual games and
comparisons between them helps in developing those concepts in context.
e strategy is not new—in the fourth century BCE , Aristotle generated the
terms for his Poetics from the close reading of theater plays and epic poetry,
creating a series of concepts that helped describe and compare the texts.
Following Aristotle's steps, we can generate terms that allow us to describe
them with nuance and depth.
THEBUILDINGBLOCKSANDAREASOF
STUDYOFGAMEANALYSIS
Starting an analysis can be daunting, because there are so many things one
can talk about. In order to ease our way into analysis, its building blocks can
be divided into three interrelated areas: the context , the game overview , and
the formal aspects . Each area comprises a series of building blocks, which
writers can select to analyze a game. ink of these building blocks as plas-
tic bricks that one assembles to construct the analysis—depending on what
the analysis is for, the writer will use some pieces instead of others. ese
building blocks can be interrelated, so that in the same way that a door
piece may need a hinge piece to build a doorway, there are analysis building
blocks that usually go together. For example, when Camper discusses the
graphic style of La-Mulana (), he uses two diff erent building blocks:
technology and the representation.
With respect to the technology, the
game runs in current computers but it is developed to evoke the looks of
games developed for an older computer standard, the MSX, whose pro-
cessing capabilities were much more limited. Alongside the discussion of
e Whys and Wherefores of Game Analysis
technology, Camper also discusses the aesthetics of the visual representa-
tion of the game, and how the careful choices to evoke a specifi c technology
become an artistic statement.
ere are many building blocks that we can use to construct the analysis of
a game. is book presents three general areas in order to make them more
accessible. Each diff erent area may provide a diff erent focus to our analysis:
the social sciences may focus on the context of the game or its reception,
specifi cally in relation to players and communities, whereas game designers
may want to discuss the formal aspects.
Interrelated building blocks can be the connection between the diff erent
areas, meaning that while we analyze a game, we are not limited to one
specifi c set. In the example of La-Mulana above, the two building blocks
fall into two diff erent areas: while the technology used for the game and the
technology it pays homage to are part of the context, the representation that
recreates that technology is discussed as part of its formal qualities.
e following is a brief overview of the diff erent areas of analysis of games.
e introductions in Chapters , , and will provide a more extensive
description of these areas, as well as the building blocks that they comprise.
Context e context of the game comprises the circumstances in
which the game is produced and played, as well as other texts and com-
munities that may relate to it. Although some literary scholars defend that
textual commentary should be limited to the text itself, as we will see later
in the book, ignoring the context in which it is produced overlooks aspects
that may be essential to understanding the text. e importance of context
may be obvious in historical analyses, which must by necessity refer to the
socio-political circumstances that produced texts like a newspaper article
or a political discourse. ere are other cases where the context is essential
to disambiguate specifi c components of the text. For example, the Bible
uses thou as the second person singular pronoun because that was the lin-
guistic norm of the time; if a contemporary text uses it, it can be a sign of
wanting to evoke a specifi c time period, or a reference to the Bible. In many
fantasy videogames, such as Ultima VII: e Black Gate (), characters
speak using thou as part of the language of the fantasy world in which they
take place, marking that the action takes place far from everyday life. e
same word can thus have diff erent connotations depending on the con-
text and who is reading it; what applies to a word can also be extended
e Whys and Wherefores of Game Analysis
to a larger text. us, when we are analyzing a game, we have to take into
account these other circumstances that may aff ect the way we understand
it as a text.
An illustration of how context can aff ect the way we understand a game is
Resistance: Fall of Man (). Its release met the disapproval of the Church
of England, because one of the levels takes place within Manchester Cathe-
dral. e Church of England considered that having a battle within a digital
version of the cathedral was a desecration, as well as copyright infringe-
ment.
e legal claims here were dismissed, although Sony, the publisher
of the game, released a public apology about the level. is controversy is
part of the context, and helps us understand the game, which seems to pride
itself upon the realism of the locations to the point of copying real places.
e game takes place in an alternate history, so the similarities with the real
world are an important part.
Game Overview is area focuses on the content, the basic features
that distinguish the game from others, and how it has been read, appropri-
ated, and modifi ed by diff erent audiences. ese building blocks provide us
with a summary that gives us an idea of what the game is about and who
plays it, as a way to identify it.
e game overview covers the information that players need in order to
get started. Players do not play games for their digital properties and struc-
tures, but because they mean something to them. Even as a pastime, games
provide a means to relax and meditate, to become someone one is not,
to explore, to learn about fantasy worlds as well as the real world, to make
friends, to blow off steam. Games can also be provocative texts that prompt
players to create their own interpretations and parallel texts, such as cre-
ating their own levels, drawing their favorite characters, or writing stories
based on the games they play. Although the analysis of fan-made texts is
beyond the scope of this book, these paratexts (remember: texts outside
of the work being analyzed but directly related to it)
can also help gain a
deeper and complex understanding of a game.
When analyzing a videogame, one has to take into account the player's posi-
tion in the game. As a performance activity, the game is not complete until
the player participates in it, and therefore the player is also part of the con-
tent of the game.
It is certainly an ambiguous position, since the player is
also part of the context of the game. It is very diffi cult to account for the role
e Whys and Wherefores of Game Analysis
of the player in the game, because diff erent players will participate diff er-
ently, and will therefore transform the text being analyzed. is also means
that the person analyzing the game is part of it too, and their approach to
the game as players will also color how they understand it.
e design of a game usually encourages certain types of interactions, which
is one of the aspects that we can explore. Games provide aff ordances , which
defi ne what the player can do, and curtail other actions, thus defi ning the
space of possibility of the game. For example, in Super Mario Bros . (),
the player controls Mario, who can run, jump, and pick up objects, get rid of
enemies by avoiding them or jumping on them, and grow larger by picking
up a magic mushroom. is limited repertoire of actions allows Mario not
only to traverse the world, but also to increase the fi nal score. e game,
however, does not let Mario talk to the enemies and ask them politely to
pass by, or use the coins to buy a vehicle that would make him run faster.
e intersection between what the player can do in the game and what is
not aff orded is the possibility space of the game.
Formal Aspects e area dealing with the formal aspects studies how
the text is constructed, the pieces that make it up. Verbal texts are made
up of interrelated components: words, sentences, paragraphs at their most
basic level. Word choices, patterns, and fi gures of speech are other com-
ponents that literary analyses are concerned with. In cinema studies, being
familiar with the vocabulary to refer to diff erent types of shots, camera
movements, and editing conventions is basic to writing a textual analysis of
a fi lm. In games, the formal aspects refer to the system of the game and its
components (the rules, the control schemes), as well as how the system is
presented to the player (interface design, visual style).
ere are two humanistic approaches that base their methods on the for-
mal analysis of their object of study: formalism and structuralism.
While
formalism seeks to fi nd the inherent components of a literary text at an
abstract level, structuralism is the result of applying grammar-like struc-
tures to works beyond the verbal level, in order to understand where the
meaning lies and how we make sense of that text. For instance, Vladimir
Propp came up with what seems like a mathematical formula to describe
a wide collection of Russian fairy tales, which is a typical example of the
formalist approach to study literature.
He lists the typical lists of char-
acters (the villain, the dispatcher, the helper, the princess, the donor, the
hero, the false hero). Each of these characters has a specifi c function;
e Whys and Wherefores of Game Analysis
for example, the donor provides an item that helps the hero during the
adventure. Later on, Joseph Campbell's work on the Hero's Journey, also
called the monomyth, can be conceived as a structuralist approach, since
he parsed thematic commonalities in how the adventures of a hero cross
cultures and ages.
is (often misunderstood) journey follows a very spe-
cifi c pattern: "A hero ventures forth from the world of common day into a
region of supernatural wonder: fabulous forces are there encountered and a
decisive victory is won: the hero comes back from his mysterious adventure
with the power to bestow boons on his fellow man."
Both formalist and
structuralist methods have often been accused of overlooking the context
by focusing exclusively on formal components over the content—the post-
structuralist methods mentioned above are a response to the limitations of
structuralism.
Although these reservations are not unfounded, it is also
true that we can gain relevant insights by studying the structures of the
text, how they relate to the content, and how these structures connect it to
other works.
e method here proposed to study the formal aspects of games has a struc-
turalist foundation as a conceptual tool to discuss games. Games are often
structured systems, in the form of rule sets of computer programs, which
are models that lend themselves to study of their form. According to Cail-
lois, this type of organized play is termed ludus , as it has specifi c regulations
that constrain the activity.
Structuralism, however, can also be applied to
study informal and unstable systems, such as make-believe play, which does
not have hard rules and is made up as the players advance; Caillois calls this
type of play paidia , improvisational play, spontaneous, an opportunity for
players to express themselves.
e area of formal analysis may be familiar to writers coming from literature
and fi lm, where these approaches have long been applied. It may also be the
most relevant to those interested in game design, as a way to understand
how games work, as well as being able to communicate ideas to their devel-
opment teams.
e building blocks of game analysis will be categorized under one of these
three areas (context, game overview, formal aspects), giving us a glimpse
of the richness and complexity of games, and the range of materials that
we can comment on. e three areas are so interwoven it is diffi cult to talk
about certain aspects of games without making references to others; we
spread them in three areas to facilitate mapping them.
e Whys and Wherefores of Game Analysis
e richness of games as a subject of study is such that not only can we
write our class homework on games, but also theses and dissertations.
ere have been whole books written on games or game series, such as
Dan Pinchbeck's Doom: Scarydarkfast , a monograph on Doom (), its
process of creation and design, as well as its cultural infl uence, or World
of Warcraft and Philosophy . ere is so much we can explore and write
about!
DEFININGTHEAREAOFSTUDYAND
OURAUDIENCE
In my classes, I often see students who want to say everything about their
favorite game, because the texts can be very rich indeed. ey know the
game backwards and forwards, and they talk about it with their friends
all the time. is often results in students freezing when it comes to writ-
ing, because they are overwhelmed by the sheer amount of information.
Another common occurrence is that they try to cram everything they know
in a single -word paper, going from idea to idea but without really hav-
ing a core argument. My method to assist students is usually asking them
to stop and think about what they want to say, and focus on what makes
the game noteworthy. e goal is to learn something new about the game,
hopefully something that might have been overlooked or not noticed before.
Part of my job also includes reminding students that they are not writing a
blog post that their fellow gamers will read, but an academic paper where
the teacher has certain expectations and standards, and which should be
readable by people outside the class.
My trick to avoid being overwhelmed by the amount of material to discuss,
or to fall into trite and not very productive discourse, is to be specifi c about
what I am studying and who I am talking to, even before starting to write.
By knowing who my audience is and what methods to use, I can be more
eff ective in reaching my audience, as well as reduce the scope of what to say.
e approach of this book caters to scholars coming from a variety of dis-
ciplines within the humanities and the social sciences. is is still a broad
audience, and diff erent scholars may feel more at home with one approach
instead of the other. Although game analysis is inherently interdisciplin-
ary, we cannot use every method and discuss every single aspect of a game.
In order to remain practical, we must identify the areas that we want to study
e Whys and Wherefores of Game Analysis
and which discipline we are addressing. Some of the questions we can ask
ourselves to defi ne the scope of our paper can be:
What do I want to learn from the game?
What is the fi eld of study that I'm approaching it from?
Who am I talking to? What do they know about games?
What are the aspects of the game that are going to be relevant to the
analysis?
e previous section briefl y examined how diff erent fi elds of study may
tackle the games; we are not done with the multiplicity of fi elds yet. e dis-
cussion of the diff erent building blocks in Chapters , , and will include a
connection to the specifi c discipline and methods they relate to.
Being aware of where we come from as authors, what we know best, and
who we are writing for is a necessary exercise of introspection. It may be
the case that the author is a teacher of literature who has decided to include
videogames in their syllabus, as a way to appeal to their students. e meth-
ods and approach of literary analysis are relevant and useful to understand
videogames. e literary scholar, however, should be careful not lose sight
of what makes games diff erent from other media, forgetting about their par-
ticipatory nature or the social aspects of playing. In another case, the author
may be a hard-core gamer who may have a lot of confi dence in their knowl-
edge of games. is is a great asset to have, but it may also get in the way of
communicating one's fi ndings to a readership who may not be as familiar
with the games being discussed, and may get lost within the myriad specifi c
names, jargon, and even in-jokes. e opposite can also be true—I am a
scholar who is trying to reach out to game developers who are not familiar
with academic discourse. My strategy to talk about my work to commercial
game developers is to focus on basic theoretical concepts and ground them
on examples. I cannot count on my audience knowing about literary theory
or semiotics, but I can count on them knowing their games well.
AREWEREADY?
ere is so much to be done in the fi eld of game analysis! Rather than being
afraid of it, we should be very excited about the possibilities. We can be
e Whys and Wherefores of Game Analysis
pioneers in highlighting and arguing for the intellectual value of works that
already have a cultural impact. Better still, we can become digital archeolo-
gists and discover an obscure game that turns out to be a wonderful work of
art, and put it in the spotlight.
Not everybody who writes game analyses may be an avid gamer, but
through analysis one can learn to appreciate games as a cultural artifact.
e following pages do not intend to transform readers into videogame
fans. After reading this book and applying it to your own work, some will
still remain critical and skeptical about the status of games as art. at
is okay, because the goal of this book is not to evangelize, but to expand
the variety of discourse as well as its quality. By enriching the discourse of
games, we can also reach out to audiences in order to make it more wide-
spread. e study of games must not be exclusive to a set of self-appointed
experts. Everybody plays games—in playgrounds, on tables, with friends,
with computers, with mobiles. Now let us start thinking about what games
can mean and how.
NOTES
Huizinga, Johan. Homo Ludens: A Study of the Play-Element in Culture (Boston:
Beacon Press, ).
Piaget, Jean. La Formation du Symbole chez L'enfant: Imitation, Jeu et Rêve ,
Image et Représentation (Neuchâtel: Delachaux Niestlé, ).
Both authors published key works in : Aarseth, Espen J. Cybertext (Balti-
more, MD: Johns Hopkins University Press, ); Murray, Janet. Hamlet on the
Holodeck: e Future of Narrative in Cyberspace (New York: Simon & Schuster,
).
e issues of Game Studies: e International Journal of Games Research are all
available online at: http://gamestudies.org/ (accessed January , ).
See, for example, how Bethesda set the terms of the release of reviews for Fallout
() in Schreier, Jason. "Fallout Review Embargo Gets Embargo." Kotaku ,
November , . Available at: https://kotaku.com/fallout--review-embargo-
gets-embargo-. (accessed January , ).
A good discussion of the problematic economic model of certain game review
websites is Walker, John. "A Response to PAR's Adblocker's/Games Press Arti-
cle." John Walker's Electronic House , April , . Available at: http://botherer.
org////a-response-to-pars-adblockersgames-press-article/ (accessed
January , ).
e Whys and Wherefores of Game Analysis
Barthes, Roland. Mythologies . Trans. Annette Lavers (New York: Hill & Wang,
).
Genette, Gérard. Narrative Discourse: An Essay in Method (Ithaca, NY: Cornell
University Press, ).
e essay is available online, Donaldson, Peter. "Digital Archives and Sibylline
Fragments: e Tempest and the End of Books." Available at: http://shea.mit.edu/
eob/ (accessed January , ).
Genette, Gérard. Paratexts: resholds of Interpretation (Cambridge: Cambridge
University Press, ), pp. –.
Wolf, Mark J. P. e Medium of the Video Game (Austin, TX: University of Texas
Press, ).
For a detailed discussion of zero-player games, see Bjork, Staff an, and Jesper Juul.
"Zero-Player Games. Or: What We Talk about When We Talk about Players."
In Proceedings of the Philosophy of Computer Games Conference , Madrid, .
Available at: www.jesperjuul.net/text/zeroplayergames/ (accessed January ,
).
Consalvo, Mia. Cheating: Gaining Advantage in Videogames (Cambridge, MA:
MIT Press, ).
For a rich and insightful discussion of how players adapt their game to their
needs to play better, see DeKoven, Bernie. e Well-Played Game: A Playful Path
to Wholeness (Lincoln, NE: iUniverse, ).
Flanagan, Mary, Daniel C. Howe, and Helen Nissenbaum. "Values at Play: Design
Tradeoff s in Socially-Oriented Game Design." In Proceedings of the SIGCHI Con-
ference on Human Factors in Computing Systems , CHI ' (New York: ACM,
), pp. –.
For a detailed history of Death Race , see Donovan, Tristan. Replay: e His-
tory of Video Games (Lewes, East Sussex: Yellow Ant Media Ltd, ),
pp. – and Kocurek, Carly A. " e Agony and the Exidy: A History of
Video Game Violence and the Legacy of Death Race ." Game Studies: e Inter-
national Journal of Computer Game Research , no. (September ).
Available at: http://gamestudies.org//articles/carly_kocurek (accessed
January , ).
See Smith, Joseph W. e Psycho File: A Comprehensive Guide to Hitchcock's
Classic Shocker (Jeff erson, NC: McFarland & Co., ) and also Crowther, Bos-
ley. "Screen: Sudden Shocks." New York Times . June , . Available at: www.
nytimes.com/movie/review?res=EEEDFDEBCFDFBB
EDE. (accessed January , ).
e Whys and Wherefores of Game Analysis
For the defi nition and discussion of cultural capital, see Bourdieu, Pierre. Dis-
tinction: A Social Critique of the Judgement of Taste (Cambridge, MA: Harvard
University Press, ), pp. xvi–xvii, –.
Nguyen, Mai-Hanh. "See How Much the Top eSports Teams, Athletes, and eir
Organizations Make." Business Insider , January , . Available at: www.busi
nessinsider.com/top-esports-teams-players-salaries-- (accessed January ,
).
Davidson, Drew. Well Played .: Video Games, Value and Meaning (Pittsburgh,
PA: ETC Press, ).
McKee, Alan. Textual Analysis: A Beginner's Guide (London: Sage Publications,
), pp. –.
Another overview of methods and approaches to analyzing games from a dif-
ferent perspective can be found in Consalvo, Mia, and Nathan Dutton. "Game
Studies—Game Analysis: Developing a Methodological Toolkit for the Qualita-
tive Study of Games." G ame Studies: e International Journal of Computer Game
Research , no. (December ). Available at: www.gamestudies.org//
articles/consalvo_dutton (accessed January , ). For a more detailed dis-
cussion of methods for content analysis, see Consalvo, Mia. "Videogame Content
Game, Text, or Something Else?" In e International Encyclopedia of Media
Studies: Media Eff ects/Media Psychology , edited by N. Valdivia Angharad and
Erica Scharrer (Oxford: Blackwell Publishing, ).
Church, Doug. "Formal Abstract Design Tools." In e Game Design Reader: A
Rules of Play Anthology , edited by Katie Salen and Eric Zimmerman (Cambridge,
MA: MIT Press, ).
e rationale and methods of these academic projects can be found in Bjork,
Staff an. Patterns in Game Design (Hingham, MA: Charles River Media, n.d.),
and Zagal, Jose P., Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, and
Nolan Lichti. "Towards an Ontological Language for Game Analysis." In Chang-
ing Views: Worlds in Play (Vancouver: University of Vancouver Press, );
Osborn, Joseph C., Noah Wardrip-Fruin, and Michael Mateas. "Refi ning Opera-
tional Logics." In Proceedings of the th International Conference on the Founda-
tions of Digital Games , . (New York: ACM, ).
Aristotle. Poetics . Trans. Malcolm Heath (London: Penguin Books, ).
Camper, Brett. "Retro Refl exivity: La-Mulana, an -Bit Period Piece." In e
Video Game eory Reader , edited by Bernard Perron and Mark J. P. Wolf (New
York: Routledge, ), pp. –.
"Cathedral Row over Video War G ame." BBC , June , , sec. Manchester. Avail-
able at: http://news.bbc.co.uk//hi/england/manchester/.stm (accessed
January , ).
e Whys and Wherefores of Game Analysis
"Resistance: Fall of Man—Game vs Real Life." e Average Gamer . Available at:
www.theaveragegamer.com////resistance-fall-of-man-game-vs-real-
life/ (accessed January , ).
Again, the defi nition of paratext comes from Genette, Paratexts: resholds of
Interpretation .
e study of videogames as a performance activity is central to my work. You
can read a summary of the main concepts in Fernández-Vara, Clara. "Play's the
ing: A Framework to Study Videogames as Performance." In Breaking New
Ground: Innovation in Games, Play, Practice and eory: International Digital
Games Research Association (DiGRA) Conference . Brunel University, UK, .
Available at: www.digra.org/digital-library/publications/plays-the-thing-a-frame
work-to-study-videogames-as-performance/ (accessed January , ).
For a brief study of how game design defi nes the space of possibility, see Salen
and Zimmerman. Rules of Play , pp. –.
For an extensive account of the formalist and structuralist approaches and main
proponents, see Eagleton, Terry. Literary eory: An Introduction (Minneapolis,
MN: University of Minnesota Press, ), pp. –, –. Structuralism here
does relate to Alan McKee's defi nition above (see note ).
Propp, Vladimir. Morphology of the Folktale . nd edn (Austin, TX: University of
Texas Press, ).
Campbell, Joseph. e Hero with a ousand Faces (Princeton, NJ: Princeton
University Press, ).
Ibid., p. .
Eagleton. Literary eory: An Introduction , pp. –.
Caillois, Roger. Man, Play and Games (Urbana, IL: University of Illinois Press,
), pp. –.
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Pinchbeck, Dan. Doom: Scarydarkfast . Landmark Videogames (Ann Arbor, MI:
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... This analysis of complexity as a double boomerang involves tracing the features of narrative complexity that have characterized video games historically, and the features of post-classical film narratives, and identifying them in a corpus of contemporary video games in order to analyse narrative design in relation to game design and emergent behaviours in players. The methodology for this study draws on explorations of video game narrative in Game Studies (Fernández-Vara, 2015;Planells, 2015;Navarro Remesal, 2016) from the perspective of semiotics (Pérez Latorre, 2012, audiovisual narrative and discourse analysis (Gaudreault & Jost, 1995;Gómez Tarín, 2011;Marzal & Gómez Tarín, 2015), and the model proposed by Hartmut Koenitz (2015) for the analysis of interactive narratives, focusing more on the system than on the resulting outcome, which is only one of multiple possibilities. The combination of these models for video game analysis reflects the fact that narratives in video games call for specific methodologies and approaches, but also that many of these new paradigms are based on concepts from traditional narratology. ...
Video game narratives have become more complex and increasingly interrelated with game design over the last decade. However, video games have in fact always had complex ludonarrative structures. The aim of this article is to examine the looping back of complex narrative influences in contemporary video games based on the idea of a "double boomerang", whereby, on the one hand, features that have always been inherent to video games are reclaimed and reintegrated into the ludonarrative layer while, on the other, features of complexity adopted and re-created by post-classical cinema and other audiovisual media are integrated, once again, into that same videoludic narrative layer. This analysis involves tracing the features of narrative complexity that have characterized video games historically, and the features of post-classical film narratives, and identifying them in a corpus of contemporary video games in order to analysing narrative design in relation to game design and emergent behaviour in players. The findings reveal how some of the innovations in video games connect with and continue the interactive work of early video game creators like Douglas Adams, and how features shared with post-classical cinema only work as complex features when they are not merely assimilated automatically but used to subvert the traditional dynamics of videoludic language through the game design and narrative design and the way the information provided to the player is managed and controlled. [ARTÍCULO DISPONIBLE TAMBIÉN EN CASTELLANO EN LA WEB DE LA REVISTA]
... 15 In contradistinction to agency as "the cueing of the interactor's intentions, expectations, and actions so that they mesh with the story events generated by the system" (Murray 2005: 85) and connects it to "the pleasure we feel when we actively engage with the fictional world" (Murray 2015: n.p.). 14 It will likely go without saying that we are not suggesting that the kind of literary texts Herman refers to here share a particularly large amount of features with the kind of videogames that the present article explores, or that it would be of particular analytical value to conflate the two, but we would certainly accept that the latter can still appropriately and productively be conceptualized as a form of "text" in a broader sense (see also, e. g., Aarseth 1997;Eskelinen 2012;Fernández-Vara 2019). 15 While the question of audiovisual aesthetics is not at the center of the present article, it is worth noting that Disco Elysium employs unusual watercolor-like graphics that offer a perhaps even better many other role-playing games, the core game mechanics of Disco Elysium do not include a fighting system, but rather limit themselves to exploration, dialogue with nonplayer characters, and avatar configuration. ...
- Bettina Bodi
- Jan-Noël Thon
Drawing on Janet Murray (1997), Katie Salen and Eric Zimmerman (2004), and other previous proposals, this article conceptualizes player agency as the possibility space for "meaningful" choice expressed via player action that translates into avatar action, afforded and constrained by a videogame's design. It further distinguishes between four core dimensions of agency thus conceptualized: First, spatial-explorative agency is afforded by those elements of a videogame's design that determine the player's ability to navigate and traverse the game spaces via their avatar. Second, temporal-ergodic agency is afforded by those elements of a videogame's design that determine the player's options for interacting with the videogame as a temporal system. Third, configurative-constructive agency is afforded by those elements of a videogame's design that allow the player to configure their avatar and/or (re)construct the game spaces. Fourth, narrative-dramatic agency is afforded by those elements of a videogame's design that determine the player's "meaningful" impact on the unfolding story. The article then moves on to analyze two case studies of independently developed videogames: ZA/UM's role-playing game Disco Elysium (2019), whose complex nonlinear narrative structure primarily affords configurative and narrative agency, and System Era Softworks's sandbox adventure game Astroneer (2019), whose procedurally generated game spaces and "open" game mechanics primarily afford explorative, constructive, and dramatic agency.
... Another topic of continuous attention is the question of methodologies. It has been argued that the particular characteristics of games that differentiate them from other media objects ask for more sophisticated method-ologies that allow a systematic analysis of games and the discourses embedded and surrounding gaming practices (Fernández-Vara, 2014). We are confident that scholars interested in digital gaming will continue to explore new avenues in this regard, and tackle the challenges of the ever-changing phenomenon they are trying to understand. ...
This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally new ones, or even challenging the whole philosophy of science on which research is being done, there is a constant need for reappraisal and introspection within games research. As a cultural medium that has become deeply embedded into the social fabric of the 2020s, digital gaming continues to excite and challenge academia. This thematic issue provides a collection of approaches to look into the future that addresses some of the challenges associated with game research.
- Anna Nacher
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Filip Jankowski
The article is aimed at presentation of the case study in video games creation by Indigenous auteur and designer, Elizabeth LaPensée, which at the same time demonstrates how video games can both mediatize the process of re-writing history and decolonize popular imagination. The analysis of LaPensée's three games: Invaders, Thunderbird Strikes, and When the Rivers Were Trails to some extent follows her own strategies of self-identification as Anishinabee (Ojibwe). Drawing upon reconfiguration of the auteur theory and the framework of ludostylistics by Astrid Ensslin, we also strive to demonstrate how the notion of a singular author is in fact grounded in collective and collaborative qualities of indigenous digital culture, including digital game design.
Multidisciplinary Perspectives on Narrative Aesthetics in Video Games is a collection of contemporary research and interpretation that explores the narrative structures in video games and ludonarrative content design in related media. Featuring coverage of a broad range of topics including narrative theory, game studies, history of video games, and interdisciplinary studies, this book is ideally designed for scholars, researchers, intellectuals, media professionals, game developers, entrepreneurs, and students who wish to enhance their understanding of the relationship and correlation of video games, narrativity, and aesthetics.
-
Joleen Blom
This study presents a theory about dynamic game characters within a broader character ecology in which characters are constantly produced and reproduced in a variety of media. Characters do not appear only in games, they migrate from one medium to another. They are independent from any medium in particular: a character does not require a specific medium to come into existence. Authoritative forces try to shape the overall interpretation of circulating characters transmedially in comics, television series, films, games and more through different venues of control, such as authorship, canonisation and ownership or intellectual property. This study addresses the struggle for interpretive authority by explaining how the player constructs the identity of dynamic game characters in digital games, and by discussing how dynamic game characters connect to and influence other character manifestations within a broader media ecology in which characters circulate. The research question of this study is: What are dynamic game characters? Through reader�response theory adapted for cybermedia phenomena such as games, this study approaches characters as a player-constructed phenomenon, in which the game character needs the player in order to be invoked, but the game encourages the meaning-making process with different means to different effects. Dynamic game characters are those game characters whose development structures branch into different outcomes, each of which are undetermined until the player actualises one or more possibilities that steer that direction onto distinct paths with a specific outcome. Dynamic game characters have become a phenomenon that challenges practices of (trans-)media control. A theory of dynamic game characters tells us about the migration of entities via different works, and how the perceiver comes to understand them within a context saturated with characters, stories and a variety of media platforms. Digital games are just one of the many media platforms that participate in this character ecology, and they allow characters to challenge the idea that within a single piece of work the character must maintain a linear, continuous and coherent identity that stretches the understanding of characters as authored and predictable within a single work. This study argues that dynamic game characters are a type of quasi-person in digital games whose development consists of multiple outcomes. Digital games accelerate a dynamic game character's identity within a single work, unlike non-cybermedia in which a character's identity is constructed over multiple works. They challenge venues of control, because the player has creative agency over the dynamic game character's characterisation process within a single work. However, once dynamic game characters transfer to other works, authoritative institutions break the player's participation in the dynamic game character's development. These transfers sacrifice player participation to create the illusion of a coherent identity between the manifestations of the character over multiple works
The goal of this edited book is to bring together gaming faculty and course developers to present and talk about their syllabi. There are three objectives for such a goal. First, anyone interested in teaching a gaming course will be able to browse this edited volume to find course ideas. Second, we believe in the value of teaching with and through games. Rather than seeing this as a competition, we believe that the more courses that are created, the stronger the field. This book will allow for strengthening of all gaming courses. Stronger courses will lead to bigger programs and more graduates to positively influence our field. Third, our field is changing. A collection of game syllabi will allow scholars to look across multiple contexts and disciplines to understand how gaming is perceived and taught. In this edited volume, readers will be able to hear from successful instructors while they also see detailed course outlines (by week or module) that help them craft better gaming courses. More specifically, they will be able to explore multiple aspects of course syllabi including: the catalog description, course purposes and objectives, context, pedagogy, assignments, assessment, an expanded course outline, a set of best practices for instruction, and authors' descriptions of potential future changes to make the course stronger.
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Mateo Terrasa Torres
Difficulty is the personal experience of a subject facing resistance that prevents them from reaching a goal or desired state. It is an experiential part of everyone's existence. In digital games, difficulty is strongly linked with designed challenges and obstacles that must be overcome by physical effort, manual skills, coordination, and dexterity. But this widespread perspective is a reductionist categorization of the expressive possibilities of difficulty. Because as experiential, difficulty is aesthetic expression and therefore it is much more than the mere skill challenge. The difficulty experience that emerges from an opposing force between object and subject, between game and player, can be interpretive, poetic, narrative, ethical or atmospheric among other expressive forms. Understanding difficulty from these broad parameters, we pose it as an aesthetic expression, which forges multiple experiences at the intersection between mechanics, fiction, and the player's performance. This study analyses, drawing from philosophy, postphenomenology, and game studies, some aspects of two contemporary games, The Last of Us Part II and Death Stranding from the view of difficulty as aesthetic experience perspective, considering the significant and discursive tensions beyond purely ludic and mechanical elements.
- Emma R Tait
- Ingrid L. Nelson
This article examines the generation of digital outer space natures in the space exploration game, No Man's Sky. Using procedural generation, No Man's Sky offers nearly infinite planets, flora, and fauna on the fly. With the rapid development of gaming technology and tools, game developers and others are attempting to diversify the representation of various forms of nature in gaming content and to expand the use of games in behavioral change, education, conservation, and other fields. Many scholars argue that games offer promising ways for various publics to understand their place and their interconnectedness with microbes, ecosystems, planet Earth, and beyond. We examine how No Man's Sky struggled to coproduce digital outer space natures at the two scalar extremes of the vast expanse of outer space and of the embodied player relating within complex biomes. Our results from an in-depth, qualitative analysis of the initial version of the game, of player world-building experiences in No Man's Sky, and of subsequent developer modifications to the game demonstrate that nonscalability theory is useful for studying what digital outer space natures do in games. We also argue that nonscalability theory would benefit from a more robust engagement with the digital. No Man's Sky was initially scalable to such an extreme that it made players into objects without an origin story, broader purpose or way to build meaningful relations in the game. For a brief period, this game undermined players' interplanetary colonial imaginaries. Subsequent updates to the game introduced a limited scope of nonscalability, but only to the extent of satisfying gamers' desires to become more impactful agents of exploration. We see great potential for analyzing the role of innovations in computing and game design in linking multiscalar digital, outer, and earth spaces, which as other scholars have shown, bear significantly on our understanding of multiple worlds and natures.
- David Jara Soto
The dissertation discusses the use and impact of "literary" framing (as by Werner Wolf) in generating and negotiating fictional spaces, narratives and meanings within the medium of tabletop role-playing games (TRPGs). In a second step, the text describes some of the specific and most salient framing features and strategies used by players during game sessions. By analyzing these through actual gameplay it is possible to identify the 'transceptional' border (Bunia) between reality and fiction to be the constitutive moment of role-play where players are both aware of, and immersed in, the fiction they collaboratively construct. Finally, the dissertation adapts Wolf's theoretical framework in order to discuss and analyze the often overlooked category of "storytelling" TRPGs - one that, as the text argues, rather than focusing on narrative as such, aims at creating gameplay texts with heightened aesthetic and literary value while also enabling players to experience particular forms of immersion and deep emotional involvement. In the conclusion, the dissertation proposes re-conceptualizing literary framing as a defining characteristic of the fictional practice in general across media. In this regard, the dissertation argues, TRPGs reveal how framings are used and adapted in order to enable a specific mode of human interaction which is based on the figuration of emotional complexes via fictional "masks."
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Antonio José Planells
In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.
- Todd Harper
This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world - the Evolution Series tournament, or "EVO" - and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.
- Joshua J. Zimmerman
Community management is an important but relatively understudied facet of computer game development. This article begins filling this gap by examining how community managers in the computer game industry manage communities of players through the establishment of structures of membership: positions and practices designed to encourage membership hierarchies. Beginning with the construction of an analytical framework through which to understand different subcommunity activities, this article then examines structures of membership at every stage of Kim's membership life cycle and, ultimately, how those structures help to attract, educate, and retain dedicated community members.
- C.A. Kocurek
In 1976, Exidy's Death Race triggered the United States’ first video gaming moral panic. Public outrage not only fueled sales of the game and made Exidy a household name, but established a pattern by which controversial games receive a high levels of press attention, which in turn drives these games' marketplace success. Exidy released Death Race in the midst of changing cinema production codes and distribution regulations that led to the emergence of films featuring unprecedented displays of violence and sexuality. The game is based on one of these films, Death Race 2000, in which competitors in the Annual Transcontinental Road Race mow down pedestrians for points. Although the filmmakers did not authorize the use of their concepts for the game, the game relies directly on the film's narrative. The chase-and-crash game invites players to strike stick-figure "gremlins" with on-screen cars. Context, including the game's cabinet graphics and the film, contributed to moral guardians' perception that the game was celebrating violence. However, Death Race was distributed in a market filled with numerous other violent games. This suggests the game triggered outrage not only because it was violent, but because it depicted violence which questioned the state's monopoly on legitimized violence and did not follow culturally accepted narratives of violence, such as military or police violence, or the western. Public disapproval of Death Race did not squelch distribution, instead driving sales and vaulting Exidy into the national spotlight. Discourse surrounding Death Race forged a strong tie between video gaming and violence in the public imagination, ensuring the development of similarly violent games. This bond has persisted and led to the development of several similar games, including the controversial Grand Theft Auto franchise, which is the progeny of Death Race in both narrative theme and reception.
Game Design Second Edition 2nd Edition 2004
Source: https://www.researchgate.net/publication/330708725_Introduction_to_Game_Analysis
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