Thursday 2 May 2013

BA6 | Advanced Game Studies #06


Making a Start on Topic Research | Part 1

I need to begin by compiling a list of video games that I can research for my paper. I already have 2 games in mind to do research blogs on and they are Limbo and Papo & Yo. These research posts will follow. However I need a few  more games to back up my topic theme.

I start this epic search of by simply typing in “metaphors in video games” into a search engine to see what I can find. In doing so I discovered a blog named the Critical-Gaming Network containing an article style blog post discussing metaphors in gaming. The Critical-Gaming Network is written by an indie game developer, among other talents, named Richard Hakem Terrell.

Split into 3 separate posts, this informative blog article, titled “Metaphor Meaning Matriculation PT.[1, 2, 3, 4]”, covers the basic aspects of what a metaphor is. The first way in which Terrell tries to communicate this is by using a sports video of a basketball player trying to make/stop a “slam dunk” moment. The video shows a visual metaphor of what the basketball player must go through in order to do this. It is supposed to be a method of communicating a subject indirectly, using visual stimulus that represents the core meaning of what the metaphor is trying to suggest.

 
 video reference, credit goes to gousta77

Terrell goes onto using the Wikipedia definition of a metaphor to begin his blog article. I think it will be helpful for me to do so as well so that I have a definition to refer back to in my research but also so that who ever is reading this can understand the premise of a metaphor and how I intend to research how they are used within games for my topic theme. 

"In linguistics, meaning is what the source or sender expresses, communicates, or conveys in their message to the observer or receiver, and what the receiver infers from the current context.

A figure of speech is the use of a word or words diverging from its usual meaning. It can also be a special repetition, arrangement or omission of words with literal meaning, or a phrase with a specialized meaning not based on the literal meaning of the words in it, as in idiom, metaphor, simile, hyperbole, or personification.
 
A metaphor is a literary figure of speech that describes a subject by asserting that it is, on some point of comparison, the same as another otherwise unrelated object. Metaphor is a type of analogy and is closely related to other rhetorical figures of speech that achieve their effects via association, comparison or resemblance...“

Terrell delves further into the meaning and definition of metaphors in part 1 of his article, however, I want to skip further to how he incorporates metaphors into games and study his association and relation between the two.  I kept reading through his incredibly helpful and interesting article and I came across this beautifully appropriate paragraph Terrell uses to describe how play can be used to convey metaphors in game:

“Integrating metaphors and other creative techniques with interactivity and gameplay presents entirely new ways to draw comparisons. The curious fission that game designers face stems from the half-real experience that is playing games. Interactivity and the passive media elements creates two contrasting ways ideas are communicated. This fission is so odd, so new, yet familiar and simple, that many have a hard time understanding how video games convey ideas through gameplay.”
 
This is an absolutely brilliant and incredibly relevant quote for my topic theme. Terrell is discussing how play can be used as a medium to convey creative metaphors. He talks about how game designers use “curious fission” to stem their ideas of “half-real life” experiences and source them into their games in terms of play and narrative.  This relates to my topic theme/idea whereby I want to talk about how games as a medium can be used to creatively express or document deeper stories often not obvious to the audience; whether this is through metaphor of narrative or via direct alternate meaning.

Another inspiring piece of writing which is incredibly helpful for my research by Terrell:
 
“Because video games are half-real figuring out how to balance the conveyance of real ideas and fictional ideas presents problems that most other mediums don't have. As I explained above, metaphors and other figures of speech are great for conveying ideas by explaining what ideas are like, or more broadly, by going beyond the literal meaning. So the question is, is it effective to create a metaphor to describe an experience the audience literally experiences first hand?”

Terrell poses a question which is closely associated with my topic asking; “is it effective to create a metaphor to describe an experience the audience literally experiences first hand?. I think if more games did use metaphors creatively to express ideas and themes within games via play then we would have deeper experiences and relationships with games. I think  large reason metaphors aren’t used in an obvious manner within major release games are due to the fear or underestimation of the audience playing the game and how well that metaphor would be received; if at all.  Having said this, I strongly agree that metaphors are a creative mechanism to express a deeper narrative or meaning via play in video games. 
 
Many abstractions in video games, in this case simplified interactive video game systems, are like metaphors bringing into sharp focus a comparison between the real player and the fictional game. Experiencing these abstractions is like listening to a voice that says, "you know this feeling that you have as you try to work through this puzzle, well that feeling is many ways is like the experience that the wizard is having in the fantasy world on the screen." In this way, even the most basic video game abstractions can work as metaphors.”
 
Terrell is stating that abstractions within play through the medium of video games are trying to bring a focus on the comparison between the emotions of the player compared to that of the in game character. He argues that the way a game pushes the player through (consider procedural rhetoric) and how the player is forced to feel emotionally is similar to that of the character and that this can be considered a metaphor.
 
Video Game Metaphor Example - Journey [PS3] - WARNING! SPOILERS!

I think I write about Journey in absolutely every contextual studies project that I do but that’s because it’s many interpretations lead me to exciting analytical conclusions! And this time it’s no different. I am going to briefly (and I mean briefly, this topic could let me waffle on for pages and pages…) talk about the metaphor in Journey, how and/or why it could be interpreted this way and how this relates to my topic. 

So, how does Journey relate to my topic and metaphor research? Well, as I have stated, I am looking for games with deeper meanings, one which may be represented through symbolism, metaphors and sub contents. Journey is perfect for this. The game itself is so vague but with some very importantly incorporated symbolism that cause players to go from one conclusion meaning to another. Not only this, but the visuals of the game are rife with metaphors. 
 
 image reference

Firstly, I must explain the reason Journey is perfect for my study. Journey was always advertised as an abstract art game known more for it’s visual style and basic gameplay. Like with any abstract piece of art, there is always room for alternate meanings and interpretations to story; but has this ever been properly done in a game? I believe Journey is one of few games that actually combine art and play; and in doing so create deeper stories for the audience to interpret as they play. To fresh eyes, this trailer doesn’t really give anything away. There’s no direct storyline, no dialogue, no narrative hints; there is only play and suggestion. That is what Journey is, it’s a giant metaphorical suggestion of a much deeper story and narrative which the player can only interpret through play and this is why it is perfect for my study.

 
video reference, credit goes to "Bader Bdz" 
  
To keep this brief I will only talk about and refer to one of the many (and I mean MANY) articles I found professionally written about the true meaning behind Journey. I plan to pick out helpful and relative quotes so that I can elaborate on them and possibly use them in my written piece. The article can be found here << 

The first thing to point out from the article, written by Lewis Denby, is how he states that “there are lots of theories” as to the real meaning of the game Journey. He says that its down to the design of the game that forces this curious nature into the audience to try and find conclusion and meaning. Denby describes Journey as “a silent movie without any captions, and one in which the action on-screen is always faintly abstract, otherworldly and expressive”. In other words, the game has never throws the narrative in the players face, it is dependant on the discretion of the player and how they experience the game as to whether or not they develop a theory behind the story of the game.

Denby interestingly writes about theory that his friend developed concerning what Journey is really about, one which I hadn’t even heard before but is incredibly interesting. 

“I even had a discussion with a friend recently who was absolutely certain that Journey is a game about the nine months between conception and birth: he thought the ducking and diving fabric creatures represented sperm cells, the occasional enemies were threats of miscarriage, and the mountain - with that gaping opening at its peak - was the game's enormous vagina..” 

The very fact that someone would take that interpretation from an abstract game is powerful, it proves how games and play can be used to narrate real life concerns through play. I mean, you wouldn’t play a game like Call of Duty and come to that conclusion from the narrative, right? 

Denby goes on to discuss how he considers the game to be about life but continues by saying that he considers Journey to be about “everything”. At this point I was worried, thinking this article wasn’t going to be “right” for my study; how wrong I was. Denby goes onto discussing the various elements of a universe that make up the narrative of Journey. Here they are.
 
 
video reference, credit goes to "GlenshadowYT" 
 
To start with, Denby talks about the only obvious narrative that is suggested upon the player; but even that is left up to the players discretion to attach meaning and theory too! As you can see in this video, Journey has cutscenes. These cutscenes do suggest a vauge narrative through suggestive art in a seemingly hieroglyphic style. The memorials are vague and there’s no dialogue; these cut scenes are left entirely up to the player in order to dicipher; if you just appreciate the art or style you can completely miss the concept of the videos which is the games only attempt to directly inform the player of any story behind the game. 

“The most obvious of Journey's strands is the story of a civilisation, one that was built up from nothing but ultimately collapsed, leaving the starkly ruined landscape you see before you. This story is the one told in the abstractly animated cut scenes that bookend each chapter - the beautiful mural that scratches and paints itself as you watch, its symbols slowly growing into something more recognisable.

Why did this civilisation grow so huge, and why did it ultimately fail? These answers prove more elusive. We see what appears to be electricity flowing through a city's veins, and it seems to be brought to its knees by explosive blasts. There are hints at scientific advancement, and of war, which would make perfect sense given the content explored in the rest of the game.”
 
Denby’s last point about war and scientific advancements are thoughts that he has created through his own interpretation of the game. Suddenly this stunning art game turns into a metaphor for a war upon society and how that universe dealt with the reprocussions.

The next point he makes is on religion and how that can affect the deeper story behind the game. He suggests that the game symbolises the “joyous rapture” of a person that ultimately results in death which is symbolised in the ending of the game where you are forced to witness the death of yourself after a religious life. However “Journey shakes things up, and the game turns out to not end with your death, but witness your incredible reincarnation” which is metaphorically visualised by the player seeing their reincarnated body rise and return to the beginning of the game where you began your Journey in the first place as if you were born again. 

Another take Denby discusses is the scientific perspective the game has. Denby says “It's about species adapting to their environment, growing and changing, gaining new abilities as they fight for survival. This is the case with your own character - you begin the game without the ability to jump, and the distance you may do so develops over time, allowing you to rise to Journey's challenges.” This is a metaphor for how science has progressed in aid of civilisation and how we grow and adapt to it. 

Lastly, Denby touches upon the most commonly used interpretation of Journey, which is that it’s a game depicting the story of life and how we, without trying to sound overly cheesy, make our journey through it. 

I will be honest, this is my interpretation of the game too. Those small monuments you see dotted around the game? I believe they are grave stones of those who sadly didn’t make it to their ultimate goal which is visually represented by the mountain and light.

 
We are constantly working towards that goal, whether its just to the end of a hard working day or just looking forward to the weekend or growing old; that mountain and light represent these moments in life and growing up trying to achieve the goals we set ourselves. 


The gameplay in Journey presents hasards and tasks which are supposed to be metaphorical of the struggles we might encounter on our own journey through life. Denby’s points that back up my theory include: 

“So, while it's a game about evolution, it's also a game about simply growing up. You don't understand Journey's world when you first arrive in it. You learn by experimenting, by playing, and with the gentle guidance of others whom you don't always fully understand.”

“most significantly, about the inevitability that life will follow its own path. Of course Journey's society fell: it was inhabited by living, sentient beings, with all the flaws that come with such an existence. But along the way it birthed culture, and belief, and wonderful technology, the remnants of which you can see scattered around the retrospective showcase you experience as you jump, slide and glide your way through the game.”

“Journey is an extraordinary achievement: a game about life and death, and a tale that's both personal and vast in its scope. It's the story of existence, the enormous number of ways we interpret our lives, and the ways in which we react to those beliefs. Not bad for an hour-long game in which all you do is walk, jump and play.”

Ill finish on that last statement from Denby. It’s true, through a game where all you do is walk, jump and play the game communicates themes which are incredibly reminiscent of real life subject matter. Journey is a perfect example of how games as a medium can be used to communicate themes, ideas, narrative and story that you just don’t see in video games every often. 

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