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Players’ Exploration of the History Featured in
Video Games Set in Historical Contexts
Burgess, Jacqueline; Jones, Christian M
https://research.usc.edu.au/esploro/outputs/journalArticle/Players-Exploration-of-the-History-Featured/991117352602621/filesAndLinks?index=0
Burgess, J., & Jones, C. M. (2025). Players’ Exploration of the History Featured in Video Games Set in
Historical Contexts. Well Played, 14(1), 9–29. https://doi.org/10.17613/C1qvk-7td23
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WELL PLAYED V14 N1
WELL PLAYED V14 N1
FOR THE LOVE OF GAMES
WELL PLAYED JOURNAL
DREW DAVIDSON
Well Played Copyright © 2025 by Play Story Press is licensed under a Creative Commons
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CONTENTS
For the Love of Games vii
Drew Davidson
GROWING AS A FAMILY 1
From Maniac Mansions to Mario Parties
Karen (Kat) Schrier
PLAYERS’ EXPLORATION OF THE HISTORY FEATURED
IN VIDEO GAMES SET IN HISTORICAL CONTEXTS 9
Jacqueline Burgess and Christian Jones
THE THIEF OF FATE AND THE DEVIL WHISKEY 30
Paul Gestwicki
A CALL TO DUTY AND THE WELL-PLAYED GAME 45
Imaginative Play, Affinity Groups, and Creative Writing
Stephen R. Mallory
FALLOUT: LONDON 67
A Welcome Return to Traditional Game Development Values
Terry Greer
ALAN WAKE 2 97
A Critical Review of its Combat
Mike Poretta
THE SCAR OF SKY 117
Atmosphere and Caricature
Xiang Kexin
WELL, HERE WE ARE AGAIN 134
Reconstructing the Science of Well-Played in Portal 2
Daniil Kovalenko
FINAL FANTASY AND ISLAMIC COSMOLOGY AND
ARAB CULTURE 150
Amarah Alghadban
“AH, TRAVELER, WE MEET AGAIN!” 162
Gnostic themes in Genshin Impact
Sian Tomkinson
TIFA IS BEST GIRL 178
How Final Fantasy VII Taught Me to Stop Worrying and Love the Game
William Dunkel
TABLETOP ROLEPLAYING GAMES (TTRPGS) 191
The Gaming Media Site for Disability Activism
Giuseppe William Femia
A THRILLING ABYSS, OR HOW SOMA TAUGHT ME TO
ENCOUNTER MYSELF 211
Ashleigh Cassemere-Stanfield
About the Authors 221
Well Played Editorial Advisory 225
About Well Played 227
About Play Story Press 229
FOR THE LOVE OF GAMES
DREW DAVIDSON
A lot of us have a special game that inspired us to get more deeply
involved in making, studying and playing games as part of our profes-
sional and personal lives. It may be *the* game for you or just *a* game
that means a lot, and you find yourself replaying it regularly. It could
even be a couple of games, or a games series, or a game that disap-
pointed you enough that you were inspired to try and make an even
better one. Whatever the case may be, the essays in this issue focus on,
and analyze, these games, exploring why the authors think it had such
an impact on then, and how it helped define their love of games in
general.
This issue of the Well Played Journal is a companion to the book,
Well Played: For the Love of Games (https://playstorypress.org/books/
well-played-for-the-love-of-games/). The book curates authors and
their submissions, and this issue provided an open call for participa-
tion. Together, they share a fun range of perspectives on our love of
games.
P
GROWING AS A FAMILY
FROM MANIAC MANSIONS TO MARIO
PARTIES
KAREN (KAT) SCHRIER
laying games for me has always been about relationship
building—whether with my family, friends, or even myself.
As a child, it meant connecting with my grandmother during
late nights playing Rumikub or sitting around the Apple 2e computer
with my parents and brother, playing Maniac Mansion. Today, it might
mean playing It Takes Two with my daughter, or Mario Party with my
three kids and husband.
In this brief chapter, I focus on how my early game playing with
childhood family influenced my current (created) family, and how it
also influences me as a game designer. I discuss how my early gaming
experiences have shaped my family interactions and game design
approaches. What does it mean to “sit around the game” and play as a
family yesterday and today? How do we celebrate care, connection,
and playfulness through games? To do this, I will start with the silly
and innovative game, Maniac Mansion.
Maniac Mansion was one of the first point-and-click adventure
games and the first game for LucasFilm Games. Though it was eventu-
ally ported to the Nintendo Entertainment System (NES), the original
version came out in 1987 and was on the Apple II and Commodore 64.
The Edison family at the center of Maniac Mansion was eccentric,
2
KAREN (KAT) SCHRIER
interesting, and more than a touch evil. It had the mother, Edna, a
creepy nurse, Dr. Fred, a mad scientist, and their son Weird Ed, who
really, really loved his hamster. Then there’s the other family, the friend
group who is tasked with entering the Edison mansion and looking for
clues to find Sandy, the girlfriend of Dave Miller, who was kidnapped
by Dr. Fred.
Inside the mansion were also my personal favorite inhabitants, the
Green and Purple Tentacles, who show up later in Day of the Tentacle,
which Kowert (2024) describes in her own personal essay. I especially
admired the Green Tentacle. He was the only character living in Maniac
Mansion that you could really connect with. At first you were scared of
him (and might have been forced to run away), but as you learned
more about him, you realized he just wants a friend. He tells you about
his ambitions to become a rock star with his band, Green T. His room is
also silly—he has a Disco Sucks poster, a photo of mom (a green
tentacle that looks just like him), a giant speaker, and a tape of tentacle
mating calls (don’t play that, by the way!). Give him a bowl of wax
fruit from the dining room and he will say things like, “Oh, I’m so
depressed. I’m never going to get my band started. My life is going
nowhere.“ I really wanted to help him and make his dreams come true.
I cared about him. We all did. I spent hours in junior high drawing
pictures of the green tentacle and my family loved to talk about him.
One of the best things about Maniac Mansion is that you can choose
from among 6 different characters. It was a Breakfast Club-style cast of
characters with Jeff, the surfer dude, Wendy, the novelist, and our
personal favorite Bernard, the geek. You were forced to play as Dave
(Sandy’s boyfriend), so we always played as Bernard, Dave, and
Michael, a photographer, or Razor, a musician. Each character has a
special ability that they can use to help win the game. For instance,
with punk rocker Razor (or Syd, another musician), you can make
friends with the Green Tentacle and use this friendship to help the
tentacle make a demo tape. You would then send to the “3 guys who
publish anything,” which sends you back a contract you can use to win
the game (Wendy can also submit a manuscript that helps in the same
way). Or, if you play as Michael, you can use his photography skills to
develop film in a hidden room behind the Green Tentacle, and use it to
GROWING AS A FAMILY
3
give plans to Weird Ed to help stop a Meteor (yes, a random radioac-
tive Meteor). Bernard could also repair a radio to then contact the
police, but we never could get further than that in our version of the
game (though we kept trying). I still have no idea how Jeff, the surfer
dude, could have helped us to win the game.
The game was exciting because it was like a series of interlocking
puzzles within a funny family setting. It also had different possible
endings depending on which player you played as, which made each
play-through unique. Similar to a text adventure game, you could
sneak around the house and explore. You could take certain actions to
reach goals and move the plot forward (e.g., open, close, read, use),
but only certain characters could do certain actions, so the player
would need to orchestrate solutions across multiple characters. In the
kitchen (which was covered in blood and had lots of moldy food in it)
you could open the fridge (and pick up broken bottles of ketchup), or
use the microwave with a cup of water. We needed to explore, try
actions, and fail a lot to be able to problem solve and move to the
next clue. For instance, you might pick up a bunch of food like old
rotting turkey, week old roast, cheese, and fruit drinks to feed to a
character who will help you. Creator Ron Gilbert explains that they
developed the game so that if a pairing of action and object “made
logical sense for the player to do it, we would let you do it. What this
did mean is that we wired up a lot of dead ends….we would let them
screw themselves over….like you could pour the developer fluid on
the plant, keeping you from ever being able to climb up into the
attic.”
Moreover, the interconnected puzzles and multi-character game-
play encouraged collective family deliberations. We first needed to
vote on which characters to use. Then, we had to decide how and
when we might use each character to solve the different puzzles. We
had to think through how to choreograph solutions. For instance, at
various points you might need to time things to get a package before
Weird Ed does, or you might need to sneak into the dungeon were
Sandy is held captive while Dr. Fred temporarily leaves her side. You
never knew if you might get caught by Dr. Fred and locked in the
dungeon, caught by Nurse Edna doing her rounds, or attacked by a
4
KAREN (KAT) SCHRIER
horny Green Tentacle. The game was quite suspenseful, which led to
our family bond through collective fear, excitement, and strategy.
The best parts were the unexpected actions that led to silly and
random results. For instance, you could microwave Weird Ed’s
hamster, which leads to a bloody mess. Gilbert has said that he and his
co-developers put these types of gags into the game and quickly
decided if they worked or not—similar to improv (Gilbert, 2017). Thus,
both the player and the creators were interacting in this try and fail,
iterative, experimental fashion that is both indicative of early game
development, but also of the organic, improvisational nature of a
collective performances like play.
Some of the Maniac Mansion gags even show up later in the games
like Thumbleweed Park, which has a lot of inside jokes from the Maniac
Mansion and Tentacle universe. In fact, even though I hadn’t played
Maniac Mansion in decades, I knew exactly what to do with the
microwave and fridge in the Thumbleweed Park game.
Maniac Mansion was a one-player game, but as a family, we would
sit around our one Apple IIe computer. We would gather a bunch of
chairs, as the oldest child, I would be at the computer, and we would
collectively make choices.
Our original game version on the Apple IIe was not winnable. I
know this because years later when we played it on the NES we were
able to win. We figured out that there was a bug on that man-eating
piranha plant and it wouldn’t grow no matter what we gave it (Pepsi,
water, paint remover, you name it). It just sorta glitched out and as a
result we never could climb it and win on the original floppy disk
version—though we did try for hours and hours. (Don’t worry, we did
eventually win the game using the same actions on NES).
Maniac Mansion has encouraged me to put connection, playfulness,
curiosity, challenge, and collective actions at the heart of all the games
that I design. What is unexpected and silly can help to inspire, and can
bring people together to solve hard challenges. It also showed me the
best ways to design educational games: to have opportunities where
players can explore, experiment, and even fail in a fun environment.
Even though Maniac Mansion is not an educational game, I learned
how to work together as a team, cooperate as a family, and work
GROWING AS A FAMILY
5
together to find clues in an era that did not have YouTube or wiki
pages to help us walk through a difficult game. It also showed me how
failure could be valuable. It showed the importance of persistence over
difficult obstacles, the need for multiple perspectives to figure out hard
problems, and the usefulness of trying out different possibilities until
we eventually find the right solution.
Since then, I have also included silliness in my games, even though
most are about serious topics. I include moments of random joy that
invite exploration. There’s a ladybug that pops out of a plant on a desk
in a game that I co-created about family planning; there’s sweet, quirky
aliens in a game that I designed about hand hygiene (WHO, 2024).
Even if my games are single player, I design for care, compassion, and
collective problem solving, such as by having players take care of non-
player characters (NPCs), make choices about their health and safety,
or reflect on decisions made with peers and colleagues (Schrier, 2021;
Schrier, 2024). Through my games, I nurture improvisation, experimen-
tation, and yes, even failure. I give clear feedback even if mistakes are
made, just like each action in Maniac Mansion has a response (and
sometimes a very funny one).
So what’s the current silly game where we can “sit around the
computer” and play together as a family? Is there something current
that engages us in a quirky world, and challenges us to be creative,
connected, and caring toward each other? The Mario Party series is a
good example of this (such as Mario Superstars, Mario Party Jamboree,
and Super Mario Party). It’s a game that I often play with my family
now as a mother with three kids and a husband. We can play together
simultaneously (up to four people) and we can choose different
colorful characters from the Mario series and Nintendo universe. In
different editions you can play as the "good characters” like Princess
Daisy, Mario, Luigi, Toad, Donkey Kong, or as villains like Bowser
Junior, Boo, or Wario.
Mario Party consists of a board that you can explore (like ones with
a woods, sci-fi, or a tropical theme). Each round you can roll a die (or
dice) and move spaces and decide which way you want to travel over
the board. In some editions, you can get an “ally” character (NPC) who
will join your character and roll with you. After each round (and after
6
KAREN (KAT) SCHRIER
each player takes a turn on the board) there is a randomized quick
mini-game. This might include one with snowball or water gun fights,
or a team-based tug-of-war challenge. Players are aligned sometimes
in pairs or triplets against the other(s) or it might be that you are all
competing against each other. This might mean an I Love Lucy-inspired
conveyer belt challenge where players have to cooperate in pairs to
make the most desserts, or it could be a climbing challenge where you
have to be the one that climbs to the top the fastest (I never win this
one, sadly). Since each game is different, we have to learn as a family
how to collaborate with each other as a collective and as different indi-
viduals. I have to give different types of directions to my nine-year-old
son than to my husband. I also have to know how to adapt to and opti-
mize the abilities of my 12-year-old daughter in terms of precision or
my son in steering, while my older hands are less able to shoot, duck,
or jump as skillfully. (Our youngest doesn’t play yet but enjoys
watching and pretending he is Yoshi).
In Mario Party, the goal is to get the most “stars,” which you can
find by purchasing them, by stealing them from other players, by
randomly getting them in a hidden brick (in some editions) and
through bonuses at the end of the game. There’s also lots of random
(good and bad) surprises throughout the game, like landing on a
bowser spot and losing a star, getting warped to a new area of the
board, or having a mega wiggler wiggle around.
When I first started playing Mario Party, I thought it was too
random in determining a winner, and that it did not have enough
strategy involved to fully engage me (though I liked the quirky, silly
animations). However, I have played it more and more because my
three kids were interested in it. Seeing it through their eyes, and
watching how they play, I realize that the game involves a lot of
strategic thinking and planning, weighing of choices, risk manage-
ment, and even statistical thinking. For instance, my daughter will
share aloud her planning of using a combination of special dice blocks,
warp zones, changing the board from night to day, and using a key to
unlock a secret pathway where she could steal three stars from another
player (please, please steal from my husband and not me!). I have also
heard my daughter calculate the possibly of getting a certain roll and
GROWING AS A FAMILY
7
how that might affect her choices of what to do. The game can be
random, though, in that someone who is losing might suddenly have a
twist of fate and get a special card or gift that helps catapult them to
first place.
The one thing that is missing from Mario Party is that sense of the
collective, where we are all working toward the same goal. While the
mini-games enable some cooperative problem solving, the overall
game is highly competitive. The “surprise” mechanics, where players
might get awarded an extra star for random reasons (like traveling the
most spaces), can lead to sudden reversals, such as someone who was
losing being the game’s winner. In our family, this leads to a lot of
tears, rage quits, and attempts to assuage hurt feelings when inevitably
one child wins and one doesn’t (no parent is allowed to win so that
never happens). However, it has helped us to lead to collective discus-
sions about how we handle frustrations, like losing, and what we can
do to express feelings constructively or calm ourselves down when we
are angry, sad, scared, or hurt. It has taught us how to talk about and
talk through our own failures. It also helps us to be playful together,
and to celebrate each other’s wins and woes (even if begrudgingly
between siblings). When there are tears, I try to emphasize that the true
goal of the game is to spend time together rather than to win the game.
My family, in our own little maniac mansion, is still learning and grow-
ing, but hopefully my kids will look back fondly on our times playing
around a television with Switch controllers, like I do about Maniac
Mansion.
REFERENCES
Gilbert, R. (2017). “Classic Game Postmortem: Maniac Mansion.” GDC.
Kowert, R. (2024). “How a Green Tentacle and an Opera Octopus
Inspired a Career in Games Research.” In Davidson, D. (Ed.) Well
Played: For the Love of Games.
Maniac Mansion. (1987). LucasFilm Games LLC. (Designers: Ron
Gilbert, Gary Winnick)
Mario Party game series (1998-2024). Nintendo.
Schrier, K. (2024). How Do We Teach Eudaimonia through Games?
8
KAREN (KAT) SCHRIER
FDG 2024. Proceedings of the 19th International Conference on the
Foundations of Digital Games. Worcester, MA, May 2024. https://doi.
org/10.1145/3649921.3659839
Schrier, K. (2021). We the Gamers: How Games Teach Ethics and Civics.
Oxford University Press.
Thumbleweed Park. Terrible Toybox (Designers: Ron Gilbert, Gary
Winnick)
WHO (2024). My Five Moments: The Game. https://5mgame.lxp.
academy.who.int/
W
PLAYERS’ EXPLORATION OF
THE HISTORY FEATURED IN
VIDEO GAMES SET IN
HISTORICAL CONTEXTS
JACQUELINE BURGESS AND CHRISTIAN
JONES
ABSTRACT
hile research into video games set in historical contexts
is growing, there remains a research gap concerning how
players explore the history these games present. The
Assassin’s Creed video game series was utilised as the research context
to investigate this research gap. A qualitative online survey with 88
responses was analyzed using thematic analysis. The respondents
enjoyed learning about the various historical contexts in the Assassin’s
Creed games using factual sources of historical information such as
documentaries and podcasts. Some even visited sites depicted in the
games. Therefore, the historical setting and the characters of each
Assassin’s Creed had a direct influence on how the game impacted upon
players. The results also suggest that video games set in historical
contexts can, due to their impact, influence how their players spend
their leisure time, education, and tourism choices.
10
JACQUELINE BURGESS AND CHRISTIAN JONES
BACKGROUND
The global video game industry is bigger than the film and music
industries combined (Bass, 2024) generating 182 billion USD in
revenue in 2022 (Newzoo, 2023). Video games have a prominent and
influential place in modern society and culture (Li, 2021; Yao & Chen,
2022), which includes the representation and communication of history
and the past (Chapman, 2016). Video games set in historical contexts
and designed for entertainment are popular with video game players
(Fenty, 2008; Poole, 2018). For example, the Assassin’s Creed and Civili-
sation video game series have sold over 175 million copies combined,
which few if any historical books have achieved in sales (Apperley,
2018; Chapman, 2016; Ubisoft, 2020). Part of the enjoyment players
derive from playing a video game set in a historical context is being
able to be immersed in the historical time period (Bowman et al., 2023;
Vandewalle et al., 2023). Due to their popularity, these video games
have been influential and persuasive in the dissemination of ideas
about their historical contexts and the people who lived in the periods
they depict (Apperley, 2018; Stirling & Wood, 2021; Yao & Chen, 2022).
Indeed, their inherently immersive and interactive nature makes video
games set in historical contexts particularly influential when it comes
to their audiences’ understandings and perceptions about history as
compared to other media such as film (Chapman, 2016; Christesen &
Machado, 2010; McCall, 2016).
Video games set in historical contexts allow their players to
encounter and be exposed to historical ideas and contexts in an experi-
ential way that other media cannot replicate (Chapman, 2013). Because
of their interactivity and influence, they are a useful teaching medium
and resource (Bourgonjon et al., 2016; Stieler-Hunt & Jones, 2019).
Consequently, there has been an increasing amount of research consid-
ering their depictions of history. Some of this diverse research has
examined: their historical accuracy (Campbell, 2008), the use of narra-
tive techniques to present historical information (Koski, 2017), the use
of the video games to present historical discourse (Spring, 2015), the
depiction of religion (Šisler, 2017), the promotional paratexts of such
games (Wright, 2018), how players disseminate their personal experi-
11
ences of history within video game communities (Apperley, 2018), how
the use of history in a video game impacted on students’ under-
standing of that history (Stirling & Wood, 2021), how players under-
stand the accuracy versus authenticity of a historical video game
(Burgess & Jones, 2022), how realistic players understand historical
video games to be (Vandewalle et al., 2023), counterfactual history in
video games (Li, 2021), and if stakeholders within the video game
industry value historical accuracy in video games set in historical
contexts (Copplestone, 2017). There has also been a growing body of
research exploring how video games can be used as educational aides
for teaching history (Hutson & Fulcher, 2022; Moseikina et al., 2022;
Owens, 2011), the context of the past (McCall, 2016), and, due to their
interactivity and immersion, allowing players and students to consider
actions as well as simulations (Fordyce, 2021).
Evidence suggests that video game players respond to and even
value accurate, rather than nonfactual or non-accurate, depictions of
history in historical video games. It should also be noted that there are
various conceptualisations of historical accuracy, and players, develop-
ers, and researchers might have different ones (Burgess & Jones, 2022;
Mochocki, 2021; Šisler et al., 2022; Vandewalle et al., 2023). Prior
research has appeared to differentiate between accuracy and authen-
ticity with accuracy being objective, and authenticity involving more
subjective evaluations of verisimilitude (Burgess & Jones, 2022;
Mochocki, 2021). Copplestone (2017) conducted 156 interviews with
cultural-heritage practitioners, video game developers, and players.
She found that 94% of the video game players she interviewed indi-
cated their perception of the importance of accuracy in games
depended on the genre or style of the game and just 2% indicated it
was never important. Research into the Assassin’s Creed series has also
found appreciation for factual accuracy, although players struggled to
differentiate between accuracy and authenticity as they felt both terms
should involve factual accuracy, and they had disdain for altering or
fictionalising history (Burgess & Jones, 2022).
Developers are aware of players’ appreciation of historical factual-
ity. Indeed, marketing of video games set in historical contexts has
often highlighted that historians have been used as consultants and
12
JACQUELINE BURGESS AND CHRISTIAN JONES
that in-depth research was conducted as part of the development
(Burgess & Jones, 2022; Cole, 2022). Players have sometimes gone to
great lengths to embed accurate historical depictions within the games
they play. For example, players are known to create ‘mods’, additional
user-created video game content ranging from altering the aesthetics to
brand new game levels or completely changing the game setting
(Postigo, 2007) to introduce missing historical aspects into video games
(Wright, 2022). Players of the Rome Total War game created the Rome
Total Realism mod, which changed the placenames, names of military
units and weapons, the native language of each faction or nation, and
the type of units that could be trained so they were more accurate, as
well as the geography so it more closely matched that at the time the
game was set (Ghitta & Andrikopoulos, 2009). Classical historians
were involved in the mod’s creation to ensure it contained the accuracy
that players desired (Ghitta & Andrikopoulos, 2009).
Players engaging with historians are also evident in the popularity
of the History Respawned podcast that critiques and analyses historical
video games (Whitaker, 2020). The first History Respawned Podcast
examined Assassins’ Creed IV: Black Flag and ran for forty-six minutes,
which is relatively long for a podcast. However, responses to the
podcast were highly positive with comments from listeners indicating
that they desired an even longer podcast with more in-depth analysis
(Whitaker, 2016). Players wanted to know how accurate the depictions
of history in the Assassin’s Creed games were from historical practi-
tioners (Whitaker, 2016).
Thus, players’ desire for historical factuality in video games with
historical settings is well established as the impact that such video
games can have on learning, teaching, and perceptions of history.
However, given the influence that the video game medium has upon
players’ perceptions of history are enhanced by its interactivity, further
understanding is warranted regarding how players respond to and are
impacted and influenced by playing video games set in historical
contexts. While the immersion and interactivity that video games offer
players increases their enjoyment of the medium, it can affect their
perceptions and understandings of the history and historical context
presented in the games (Bowman et al., 2023; Fordyce, 2021; McCall,
PLAYERS’ EXPLORATION OF THE HISTORY FEATURED IN VID
13
2016; Vandewalle et al., 2023; Yao & Chen, 2022). This research thus
seeks to explore players of video games set in historical contexts to
gain further understandings about how they explore the history
presented in the games outside of their gameplay and the meaning
they derive.
METHODS
RESEARCH CONTEXT
The Assassin’s Creed video game series began in 2007 and now encom-
passes fourteen main games as well as side-games and extra down-
loadable content. The series has now sold more than 155 million copies
between 2007 and 2020 (Ubisoft, 2020). There has also been a wide
variety of licensed merchandise created such as books, keyboards,
clothing, collectable figures, and so on. The Assassin’s Creed series is
one of the most commonly used for researching video games set in
historical contexts (Wright, 2018) because of its wide appeal and varied
historical settings (Vanderwalle et al., 2023). The series was selected as
the context for this research because Assassin’s Creed players will have
more than ten years to familiarize themselves with the games and
reflect on how the games were influential and persuasive in their
exploration of the history presented in the series.
RESEARCH DESIGN AND DATA ANALYSIS
Qualitative analysis was used for the data analysis method as it is
considered best to use when examining online communities (Kozinets,
2002). A qualitative survey was conducted on the Assassin’s Creed
subreddit after ethics approval from the Human Research Ethics
Committee at the authors’ institution (approval number A191327). The
subreddit was chosen as it had many posters, who were thus most
likely to be players of a number of the Assassin’s Creed games and thus
would have formed opinions about the presentations of history
depicted in the games.
All of the 88 respondents gave explicit, informed consent before
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JACQUELINE BURGESS AND CHRISTIAN JONES
completing the online survey. Respondents were asked which games
they had played, which game in the series was their favourite, to
explain why they nominated their favourite game, how their interest in
history in general, and the people and places associated with the Assas-
sin’s Creed games, had been impacted by playing the games and if it
had changed, and which activities related to exploring historical facts
and eras they had done.
Braun and Clarke’s (2006) methods and directions for thematic
analysis were used to investigate the major themes that arose from the
participants’ answers to open-ended survey questions. Thematic
analysis was chosen due to its flexibility when used in various theoret-
ical methodologies (Braun & Clarke, 2006), and so is an appropriate
analysis method when researching a multi-disciplinary field like video
games (Hjorth, 2011). Thematic analysis is appropriate for discovering
how participants think, behave, and feel in particular situations (Guest
et al., 2012), which makes it a suitable method to investigate players’
exploration with the history presented in the Assassin’s Creed series.
A theoretical coding approach was used to uncover themes about
how players consumed and perceived the history presented in the
Assassin’s Creed game series, rather than a description of the data, to
ensure that the thematic analysis remained focused on the research
aims (Braun & Clarke, 2006). Before the analysis started, all the survey
responses were read to ensure an overview of the themes and content
(Åkerlind, 2012; McCosker et al., 2004). The analysis was iterative and
continuous with survey answers being re-examined to refine codes and
groups of comments as they arose and their meaning (McCosker et al.,
2004).
The lead author’s coding was informed via taking on the role of an
active story interpreter. The active story interpret role involves being
immersed in the context surrounding the data by playing games in the
series, watching YouTube videos about the games, lurking on forums
dedicated to the Assassins Creed series, and reading news articles that
discuss the series, all to ensure a valid analysis (Burgess & Jones, 2022;
Reid & Duffy, 2018). The role of active story interpreter enabled under-
standing of sarcasm, slang, jokes, implicit meanings, references in the
comments (Scholz & Smith, 2019), and a more accurate representation
PLAYERS’ EXPLORATION OF THE HISTORY FEATURED IN VID
15
of the feelings expressed by the posters (Mittell, 2015). Peer debriefing
was also utilised throughout the coding via meetings with the second
author to validate the analysis and codes (Burgess & Jones, 2022;
Creswell & Miller, 2000).
RESULTS
RESPONDENTS
Respondents to the qualitative survey were 92% male (n=81), 5.7%
female (n=5), and those who identified as other/non-binary were 2.3%
(n=2) ranging in age between 18 and 54. Seventy-eight of the respon-
dents, 88%, were aged between 18 and 29 with the remaining ten aged
between 30 and 54. The mean age was 23. The respondents mostly
came from Germany (n=6), the UK (n=14), and the USA (n=24).
73.9% (65/88) of respondents had played 10 or more Assassin’s
Creed games, while 67% (59/88) of respondents had completed 10 or
more Assassin’s Creed games The three games that respondents were
most likely to mark as their favourite were Assassin’s Creed Origins
(21/88, 23.9% of respondents), Assassin’s Creed 2 (17/88, 19.3% respon-
dents), and Assassin’s Creed Black Flag and Assassin’s Creed Unity (10/88,
11.4% of respondents each). These results indicate that the respondents
had played many of the Assassin’s Creed games and so had exposure
with many different historical contexts in virtual worlds. Therefore,
their interest in and exposure to various historical contexts in video
games validated them as appropriate respondents for the survey and
this research.
When asked, via an open-ended question, respondents gave
various reasons for nominating their favourite game, Table 1. Each
response could be coded to multiple themes, but multiple instances of
a single theme within a response were coded just once. These
included believing that the game had well-constructed characters
(Characters), fun gameplay including combat and side quests (Game-
play), an evolving and well-constructed story (Story), or felt nostalgic
as a result of the passage of time (Nostalgia) as some players played
the first few games of the series at the time of their release eight to
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twelve years before. However, the most common reason and code
was the historical setting and era, including the architecture and land-
scape (Historical setting). For example: ‘I enjoy the historical and
cultural environment of Assassin's Creed II the most. I have always
been interested in Renaissance and Italian landscapes’, ‘loved the
Victorian era and that game goes above and beyond with trying to
recreate the feeling of that era’, and ‘I am incredibly fascinated by
Egyptology, and it was wonderful seeing it brought to life’ (Historical
setting).
Table 1: Theme 1: Reason for Favourite Assassin’s Creed Game -
Subthemes and Counts
Respondents also noted how they appreciated the accuracy of the
depictions: ‘It just feels like Ancient Egypt with all the historically
accurate buildings’ (Historical setting). This finding is worth noting
because story, gameplay, combat, and characters were traditionally
thought to be some of the most influential factors in determining the
entertainment value, or attractiveness of a video game (Egenfeldt-
Nielsen et al., 2016; Newman, 2013). However, it would appear the
historical setting of the video game was more impactful than more
traditional gameplay elements such as gameplay, story, and character
construction for some respondents when it came to identifying their
favourite game.
PLAYERS’ EXPLORATION OF THE HISTORY FEATURED IN VID
17
ASSASSIN’S CREED GAMES’ INFLUENCE ON
INTEREST IN HISTORY
Respondents were also asked, via an open-ended question, how
playing Assassin’s Creed influenced their interest in history. Again, each
response could be coded to multiple themes. Respondents noted that
the game’s impact on them resulted in the consumption of a variety of
media to explore and understand history such as podcasts, documen-
taries, books, videos, websites, and Wikipedia pages (Consuming more
history) as a result of playing the games. Furthermore, respondents
noted that they thought playing historical games like Assassin’s Creed
made history much more enjoyable and accessible (Games make
history more accessible). As respondents noted: ‘Actually seeing these
people and talking to them brings them to life in a way that textbooks
just can't accomplish’, and ‘Getting some simulated personal involve-
ment with the events that I'd only read dry source material about, has
made those stories more interesting and spurred me to revisit some of
those events and people’ (Games make history more accessible), Table
2. Therefore, the Assassin’s Creed games had a profound impact on how
history was presented to respondents as compared to other media the
respondents had encountered.
Table 2: Theme 2: How Assassin’s Creed Influenced Respondents
Interest in History Subthemes and Counts
Furthermore, it was also noted that after playing Assassin’s Creed
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JACQUELINE BURGESS AND CHRISTIAN JONES
games, respondents now found history more relevant and understood
how it was connected to their modern lives (Games make history more
relevant). For example: ‘They helped me to gain a new point of view
on studying history. Thanks to them, it was no longer just dates and
disconnected facts, they taught me how to see the context and how
interconnected everything is’ (Games make history more relevant). The
games made history more relatable and as a result several respondents
noted that their interest in learning more about history in general, and
not just the eras explored in the Assassin’s Creed games, had increased
since playing the games (Exploring more history in general). Thus, the
Assassin’s Creed games were influential and impactful in terms of play-
ers’ exploration and enjoyment of history and historical contexts.
Six respondents even noted that they were, or had, studied history
formally, either in high school or higher education, as a result of their
Assassin’s Creed play. For example: ‘Because of the AC games I took
history in High School studying the French and American revolution’
(Study history formally). This represents a substantial impact and
investment of time and resources in history as a result of their game-
play demonstrating the influence and meaning derived from Assassin’s
Creed.
Likewise, multiple respondents either had visited a real-life loca-
tion depicted in the games or wanted to do so in the future. These
respondents were motivated to visit, not just because of the historical
significance of the location they were visiting, but also specifically
because they had seen it depicted in the video games. For example: ‘I
visited Rome and sought out certain locations in the city (like Tiber
Island) because of their presence in Assassin's Creed’ (Visiting the loca-
tion). The video games also drew respondents back to locations they
might have visited before playing Assassin’s Creed games, but which
were then more meaningful. Therefore, the Assassin’s Creed games were
so significant to some respondents that they felt the need to make a fan
pilgrimage.
Interestingly, nine respondents noted they already had a substantial
interest in history and played the games due to it, not the other way
around (Already largely interested in history). Thus, the games did not
particularly influence their history interest. However, fifteen noted that
PLAYERS’ EXPLORATION OF THE HISTORY FEATURED IN VID
19
they came to the Assassin’s Creed games already with an interest in
history, but the games helped cement and enhance this interest and
appreciation. For example: ‘I always liked history especially roman
history, but AC games fully ignited that interest’, and ‘I mean I've
always liked history but the AC games took it to a whole other level’
(Games reinforced love of history).
Respondents, who had not explored history in the past or specific
historical eras, were inspired by the Assassin’s Creed games to explore
more about the events, eras, and people by researching and reading
online (Learnt more about the era). For example: ‘I've never really
cared much about history, but playing the games has led me to look up
a lot of things as I go through the games out of curiosity for what really
happened’, and ‘I found myself looking up historical events and
figures depicted in games in order to understand more about them and
to check if the game's depiction of them was historically accurate’
(Learnt more about the era).
Some respondents noted that it was the characters in the games that
prompted them to learn and explore more about history. For example:
Assassin’s Creed does a very good job in turning important figures into
likeable characters, and they do it so well that most of the time I end
up wanting to learn more about them!’ (Learn more about the charac-
ters of the era). Thus, for some respondents, it was the personality and
construction of the characters that motivated their interest in history,
rather than the overall setting or plot. This is not surprising given that
video game players can form intense attachments to video game char-
acters and, as a result, invest significant time into activities motivated
by this attachment such as online discussion and fanart (Burgess &
Jones, 2020). It appears these activities can also include researching the
historical basis and history of the characters.
CHANGE IN INTEREST IN HISTORY
Respondents were asked, via a Likert scale list of options, if their
interest in history in general, as well as the specific people and places
depicted in the Assassin’s Creed games, had increased as a result of
consuming the games. 89.8% (n=79) of respondents indicated that their
20
JACQUELINE BURGESS AND CHRISTIAN JONES
interest in history in general had increased to some extent, and 88.7%
(n=78) reported that their interest in specific people and places
depicted in the Assassin’s Creed games had also increased, see Table 3.
Fifty-one respondents of the 88 responded that their level of interest in
both had increased a lot suggesting that the games had a powerful
impact on players.
Table 3: Overall Change in Interest in History
RESPONDENTS’ HISTORICAL EXPLORATION
ACTIVITIES
Respondents were asked, via a list of options, which of the following
activities related to exploring historical facts and eras they had done.
The most common responses were watching historical documentaries
and reading books about history. Only 20.5% (n=18) of the respondents
had not taken part in any activities related to historical exploration,
Table 4.
PLAYERS’ EXPLORATION OF THE HISTORY FEATURED IN VID
21
Table 4: Overall Historical Exploration Counts
DISCUSSION
The characters, story, or gameplay are usually considered the key
factors that make a video game attractive and entertaining (Egenfeldt-
Nielsen, 2016; Newman, 2013). Gameplay in particular is thought to be
critical when determining how pleasurable a video game is for players
(Rogers et al., 2017). However, respondents indicated the historical
contexts were the most common reason and theme when asked to
explain their favourite Assassin’s Creed game. Respondents described
their interest and appreciation for the various historical contexts
presented in the series, which indicates how influential a historical
context can be. Prior research has suggested that immersion in a histor-
ical setting is part of the enjoyment players derive from playing a
historical game (Bowman et al., 2023). Some players will inevitably be
pre-disposed to, and have an existing interest in certain historical
contexts, including appreciating historical accuracy. This pre-disposi-
tion would be expected to influence which specific Assassin’s Creed
game would be a player’s favourite and most enjoyable and would
thus increase the meaning that players derived from the game. There-
fore, the historical setting of each Assassin’s Creed game had a direct
influence on the impact of the game on players.
Several respondents noted that they were already interested in and
explored history, which is why they chose to play the Assassin’s Creed
games. Again, this would be expected as historical video games natu-
22
JACQUELINE BURGESS AND CHRISTIAN JONES
rally attract players, who are already interested in history (Burgess &
Jones, 2022). However, fifteen respondents reported that the games did
help to reinforce their love of history further increasing the impact the
game had on them. Interestingly, this effect appears to be similar to
fandom where exposure and participation within a fan community
will enhance interest, and attachment in and towards, the object of the
fandom (Burgess & Jones, 2020; Jenkins, 2012). Thus, a historical video
game series like Assassin’s Creed could help to attract those players,
who have an interest in history, but would also help to reinforce or
nourish players’ emerging interest in history.
Due to their interactive and immersive qualities, it would be
expected that a video game would make history more appealing for
players (Bowman et al., 2023; Fordyce, 2021; McCall, 2016; Vandewalle
et al., 2023; Yao & Chen, 2022). Respondents reported it was easier to
explore and become interested in history when it was presented in the
Assassin’s Creed games. Some respondents also noted how the historical
depictions in the games helped them to see how history was relevant
to them in the present. The value of video games in education in
general (Stieler-Hunt & Jones, 2019), as well as historical education
specifically, is well established (Fordyce, 2021; McCall, 2016). However,
the results of this research suggest that the Assassin’s Creed video
games, which were designed primarily for entertainment, rather than
education, influenced players to explore and seek out more factual
sources to increase their historical knowledge, despite not being
designed to explicitly foster learning. Therefore, the Assassin’s Creed
games had an educational impact on respondents, despite not being
designed to and this educational impact was potentially more mean-
ingful than what other media could produce given the interactive and
appealing nature of the games.
Respondents’ exploration of history motived by playing the Assas-
sin’s Creed games could be extensive and in-depth manifesting in
educational and tourism choices. Therefore, games had such a mean-
ingful impact on players that they made high-cost decisions relating to
travel and study. Thus, it can be seen that entertainment video games
can have a powerful influence on historical learning and create the
desire to engage with historical, scholarly activities. The actions under-
PLAYERS’ EXPLORATION OF THE HISTORY FEATURED IN VID
23
taken by respondents to learn more about the historical contexts
presented in the Assassin’s Creed games also appear similar to readers
of historical fictional novels. Readers of the historical genre are known
to seek out further, factual sources to supplement their learning (de
Groot, 2010).
Rather than learning more about the overall historical context of
certain games in the Assassin’s Creed series, some respondents reported
that their desire for historical knowledge was to learn what exactly
happened to the places and characters depicted in the games. Respon-
dents even explicitly stated that it was their emotional attachment to
historical characters in a game that motivated them to learn more
about them. Characters are understood to be a major reason why
players develop emotional attachments to video game narratives
(Burgess & Jones, 2020). Furthermore, prior research into students’
understanding of history via video games set in historical contexts
found that the characters helped to make history more relatable and
engaging (Stirling & Wood, 2021). It appears that these emotional
attachments may also prompt exploration of the historical figures
depicted in video games set in historical contexts due to the bonds
players formed with the characters.
The emotional attachment to the Assassin’s Creed series prompted
significant investment in time and resources for some respondents to
visit the real-life locations depicted within the games. Visiting locations
that have been featured in narratives that audiences have enjoyed
consuming can often be an impactful and spiritual experience
(Bowman et al., 2023; Hills, 2002), in addition to the meaning that can
be derived from a visit to a historically significant location. Therefore,
what made the Assassin’s Creed series meaningful and important to
players in terms of players’ historical exploration was two-fold: the
characters in the games and the places in the historical context.
CONCLUSION
The results suggest that video games set in historical contexts, due to
the impact they have on players, can influence how their players spend
their leisure and spare time and their education and tourism choices.
24
JACQUELINE BURGESS AND CHRISTIAN JONES
The historical setting and the characters of each Assassin’s Creed game
had a direct influence on how the game impacted upon players. The
results also suggest that video game players, mirroring readers of
historical fiction, wish to learn more about the historical contexts
presented in video games again due to the impact these games had on
players and the meaning players derived from the games.
Therefore, there would appear to be value for video game devel-
opers to ensure that when historical contexts are depicted in video
games, such as the Assassin’s Creed series, they contain a high level of
accuracy given the appeal of accuracy for players. Furthermore, there
are financial and branding opportunities from including historical
information within the games or launching branded paratexts. For
example, a branded podcast, or books that explore the factual history
depicted. By collaborating with historians in the preparation of these
paratexts, video game developers could present an accurate product,
which would increase the value of the game and the paratexts to
players as well as their educational value and validity. Such collabora-
tions would also likely increase the impact of the games on players.
The results of this research suggest that the Assassins’ Creed games
were meaningful and impactful on players. Players were motivated by
the Assassin’s Creed games to undertake a range of behaviours,
including high-cost activities such as tourism and education. Providing
players of games set in historical contexts with more content and prod-
ucts linked to the games would give players more opportunities to
interact with games that have already proven themselves to be highly
important and meaningful to them.
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15554120211070890
I
THE THIEF OF FATE AND THE
DEVIL WHISKEY
PAUL GESTWICKI
INTRODUCTION
n the corner of my second-grade classroom was a Commodore
PET. My classmates and I could tinker with it during free time. I
vividly remember loading a game called Tank Tracks from a
cassette, although now I cannot find any evidence of a game by that
name. It had the player use the number pad to maneuver a tank
through an obstacle course. It was all presented in PETSCII character
graphics, and memory assures me that I had the best time in my class-
room. Besides playing games from the limited collection of cassettes,
we could also tinker with BASIC programming. Being able to make the
computer print your name a dozen times or output something vaguely
rude helped one climb the social ladder.
This experience in the early 1980s is my earliest memory of
working with a personal computer. My interest in the device led my
parents to regularly borrow a Commodore 64 from the local public
library for my brother and me to explore. A generous gift from our
grandparents gave us one of our own. The package included the
Commodore 64 Users Guide (1982), which explained not only how to set
up the hardware but also the fundamentals of BASIC programming. I
THE THIEF OF FATE AND THE DEVIL WHISKEY
31
remember how, the week after that Christmas, my uncle came over to
explain to us how to format a floppy disk for our new 1541 disk drive
so that we could actually save our programs and load them again later.
The 1980s was the decade of the Commodore 64 (C64). This small
personal computer was released in 1982 and became the best-selling
single computer model of all time (Steil, 2011). Juul (2024) provides a
thorough history of the C64, focusing on how over its eleven-year
production and after, different populations have used the C64 to
realize what they imagined it to be. That is, its cultural impact evolved
as users imagined different uses for it. The C64 was, of course, a
popular platform for playing videogames; the audio and graphics
capabilities of the C64 allowed it to compete with the dedicated video
game consoles of its era. Although it was primarily a game-playing
machine to me and my friends, it is also crucial that the C64 booted
into a programming environment, like the PET and VIC-20 before it.
This systems-oriented introduction to computing impacted a gener-
ation of developers. Getting the C64 to do anything required typing
commands for the BASIC interpreter. The same user-interface allowed
one to load software, to enter source code from a book or a magazine,
or to write original programs. My own first games were written in
BASIC using PETSCII graphics like Tank Tracks did. There was no artifi-
cial barrier between using the computer to consume and using the
computer to create: it was all done with imperative commands. It is
worth reflecting on how much this has changed. Consider, for exam-
ple, that the most used contemporary computing device is the mobile
phone, which, like game consoles, are presented strictly as consumer
devices, with no affordances for creating new software. There is a qual-
itative difference between showing a screenshot of the Windows XP
Start menu, which will make a demographic segment of the audience
smile fondly on the memory of it, and showing a screenshot of a C64,
which will make an older segment positively wistful.
THE THIEF OF FATE
In the late 1980s, when I was not yet a teenager, I obtained a copy of
The Bard's Tale III: The Thief of Fate (1988) for the C64. Although it was
32
PAUL GESTWICKI
the third in a trilogy, it was the first that I encountered. I had previ-
ously played several single-player adventure and role-playing games,
including C64 ports of Adventure (Crowther & Woods, 1977), Zork
(Lebling & Blank., 1977), and Ultima II (Garriott, 1982). There was
something special about this new game, however. Not only did it have
impressive graphics, an intriguing soundtrack, and a setting designed
to appeal to boyish imaginations: it was also the first game I encoun-
tered with more than one player character—a bona fide adventuring
party.
This captured my young imagination, engrossed as it was at the
time with the Dragonlance Chronicles (Weis & Hickman, 1984–1985), The
Chronicles of Prydain (Alexander, 1964–1968), and The Lord of the Rings
(Tolkien, 1954–1955). All of these stories feature groups of heroes
working together to vanquish evil. In BT3, not only could I create a
stalwart band of adventurers, but I could also model them after my
favorite fictional characters. Caramon and Raistlin would be a Warrior
and a Magician, Fflewddur Fflam would be a Bard, and every party
had a dour and taciturn dwarf inspired by Gimli.
Figure 1: Creating a party in The Bard’s Tale III
The game design liberally drew from RPG tropes of the 1970s and
1980s. The setting was a medieval fantasy world complete with
knights, wizards, ancient treasure, secret doors, and traps aplenty.
THE THIEF OF FATE AND THE DEVIL WHISKEY
33
Characters had attributes and abilities reminiscent of Dungeons &
Dragons (Gygax & Arneson, 1974), gaining experience points to level
up by defeating enemies and accomplishing story goals. Every action
with a chance of failure was determined by a behind-the-scenes rolling
of digital dice.
Figure 2: Character details in The Bard’s Tale III
Party creation involved filling up to seven party slots with charac-
ters. Making a new character involved selecting a sex and race (human,
elf, dwarf, hobbit, half-elf, half-orc, or gnome), rolling their attributes
(strength, intelligence, dexterity, constitution, and luck), choosing a
class (warrior, paladin, hunter, monk, bard, rogue, conjurer, or magi-
cian), and then naming the character. Attributes were randomly gener-
ated, which meant that to get a strong character, one had to reroll many
times. Choosing the sex and race only took two keystrokes, and so I
would spend significant time keying in the sex-race combination,
reviewing the attributes based on the kind of character I wanted, and
backing out to generate a new candidate with better stats. I can hear
the “click-clack-pause-click" loop of the C64 keyboard just by retelling
this story.
34
PAUL GESTWICKI
Figure 3: Exploring the wilderness after party creation in The
Bard’s Tale III
The world of BT3 was composed of square grids, an approach that
was common in contemporary “dungeon crawl” adventures. This was
certainly, in part, a technical limitation: square grids allow for easy and
fast integer computation, which was critical for period hardware. It
also matches the approach seen in many contemporary tabletop
games, such as Advanced Dungeons & Dragons (Gygax, 1978), which
divided space such that one square inch mapped to ten square feet in
the fantasy realm. In BT3, the party could move forward or backward
one square or turn ninety degrees, and this same system was used
whether the party was in the wilderness, in a town, or in a dungeon.
The player had a first-person view of the world even though real-time
three-dimensional rendering for home computers was still a long way
off. Whether moving or turning, the viewport changed abruptly, the
C64 lacking the computational power to render the in-between views.
THE THIEF OF FATE AND THE DEVIL WHISKEY
35
Figure 4: Engaging in battle in The Bard’s Tale III
Grid-world explorations were punctuated by turn-based combat
and lots of it. The opposing units were described by their name, quan-
tity, and distance from the party, and an animated portrait of the
nearest monster was shown in the viewport. The animations, though
few in frames, added life to the otherwise textual descriptions. Combat
was divided into rounds, as in classic tabletop RPGs. Each round, the
player gave commands to each party member in sequence—attacking
with melee or ranged weapons, casting spells, singing bard songs,
using magic items from inventory, and employing a thief's abilities to
hide, sneak, and backstab. Once all the player’s commands were
entered, they were executed along with the enemy commands, the
order being randomized but modified by characters’ attributes. The
effect of each individual action was described in simple text that
scrolled through the text area, such as, “Lucian swings at a Hobgoblin,
and hits for 3 points of damage.” Once combat was completed, the
surviving characters shared experience points, gold, and other loot.
As far as I am aware, the role of the titular bard was unique among
CRPGs of the era. The bard could sing songs when exploring and in
combat. The C64 played the simple single-note melodies on a synthe-
sized instrument that matched what the bard had equipped: carry a
lyre, and the C64 sounded like a stringed instrument; wield a trumpet,
hear something brassy; equip drums, and the song would play out
36
PAUL GESTWICKI
with pitched noise, much to the amusement of a young player's ears.
There was a particular thrill to being a 12-year-old who had seen
Monty Python and the Holy Grail (Gilliam & Jones, 1975) and recognized
it as the source of “Sir Robin's Tune”—the bard's song that allowed the
player to flee any encounter, much like the movie’s cowardly Sir
Robin. My parties would sing this song even when it was not neces-
sary simply because I loved the movie.
The diegetic audio experience powered by the C64’s illustrious SID
chip was in some ways superior to the direction game audio took in
the coming years. It would not be long before games would start using
professionally recorded audio, first played back on CD and then in
encoded formats like MP3. Although audio fidelity increased as many
players came to think of videogames as being like interactive movies,
something playful was lost. It is akin to the transition from scripted
interactive sequences to pre-rendered cutscenes. While Final Fantasy
VII (1997) was a groundbreaking spectacle for a generation of gamers,
the cinematic player experience lacked the narrative robustness of
Chrono Trigger (1995) and its multiple endings.
Spellcasting in BT3 was accomplished by selecting a magic-user
and then typing in a four-character code for the spell. For example, one
of the first spells a player had access to was Arc Fire, which could be
cast with the command “ARFI”. The spells were fully described in the
game’s manual, but in the game, they were only identified by these
four-letter codes. Although it’s been decades since I devoted time to
BT3, I remember typing “ARFI” as clearly as I remember using LOAD
"*",8,1 to load software from a floppy disk, and I think these experi-
ences are related. Giving the imperative ARFI to a spellcaster was not
such a different magic from telling a program to GOTO a particular
line of code. Creative imagination becomes reified through typed
commands in a coded language.
For me, playing BT3 was a social experience. I played with my
brother, my elder by two years. We mapped out every wilderness,
town, and dungeon of BT3 in a small, blue, hardcover book of graph
paper. Playing together, one steered the party from the keyboard while
the other drew and annotated the map. We developed our own vocab-
ulary —sadly, long forgotten—for describing the visible parts of the
THE THIEF OF FATE AND THE DEVIL WHISKEY
37
level so that the mapper could accurately record the level. Dungeons
were scattered with various traps that complicated our efforts. Some
areas were permanently dark, making it crucial to communicate about
how many steps were taken, what direction we believed the party was
facing, and where walls were observed. We marked such traps on our
maps along with other notable features such as riddles or boss fights.
We quickly discovered that traveling to new areas usually came
with a tremendous increase in difficulty. Farming experience points
and equipment was a practical necessity for survival. It was helpful,
then, that we also realized that random encounters were not entirely
random: there were certain map locations where encounters were more
likely than others. Once we had those marked on our map, we knew
we could trigger battles by hopping on and off that location. I remain
unsure of whether these spaces were intentionally designed this way
or if we had discovered a fluke in the platform's limited capacity for
random number generation. Regardless, my brother and I knew that
while one of us should never explore new areas without the other, one
could always pop in to farm experience points.
My first experience with duplication glitches was with BT3. It
came from a desire for a rare magic item that, given the steep diffi-
culty scaling, captured our imagination like no other: the stoneblade.
This was a sword that petrified enemies upon striking them, essen-
tially defeating it in one hit. The stoneblade was hard to acquire, only
being available in some regions and with low probability. However,
my brother and I discovered that we could duplicate one of them
through an arcane series of manipulations. We never wrote this
down, and memory cannot reconstruct it, but it involved saving a
character to disk, loading characters from disk, and powering off the
computer at a moment when it asked for a change in disks. Shuffling
floppy disks allowed us to fabricate enough stoneblades for the
whole party, greatly reducing the tedium and danger of farming
experience points.
BT3 had none of the level scaling nor rubber-banding that one
might find in more recent CRPGs. Wilderness and dungeons got
progressively harder in an “old-school” manner. Torches, potions, and
wineskins had to be carefully managed lest a party find themselves in
38
PAUL GESTWICKI
an unrecoverable situation. I sometimes wonder if it's these early
CRPG experiences that some Old School Renaissance fans are seeking.
INTERLUDE
Playing videogames on the C64 inspired me to learn how to program. I
read several books on BASIC programming and began making simple
games of my own. Among those I remember are short text adventures,
PETSCII action games, and a turn-based professional wrestling simu-
lator with stick-figure animations. As I got into high school, I kept
playing videogames but spent less time making them. I entered college
without a declared major, but taking an introductory Computer
Science course reminded me of how much I enjoyed it. I fell back in
love with software development, this mysterious craft that is “only
slightly removed from pure thought-stuff" (Brooks, 1974).
While in college, an inspirational professor brought me into his
research group and encouraged me to apply to graduate school. This
led to my earning a master's and then a doctorate in Computer Science
and Engineering. During this time, I occasionally tinkered with video
game design and development when I needed a distraction from my
studies, but these were short-lived attempts that quickly fizzled out. I
focused on my research while continuing to enjoy videogames.
DEVIL WHISKEY
In 2005, I completed my doctorate and became an Assistant Professor
of Computer Science at Ball State University. That same year, I also
bought a copy of Devil Whiskey (2003). This videogame’s development
title was “Bard's Legacy,” making it clear that it was designed to be a
Bard's Tale game for the new millennium. I cannot recall how I first
heard about the project, but it was immediately clear from playing it
that it was a spiritual successor: a party of D&D-style characters,
exploring a world comprising square grids, encountering bands of
enemies, managing inventory, singing magical bardsongs, and inter-
acting primarily through the keyboard. The small palette and blocky
pixels of BT3 on the C64 were replaced with digitally painted portraits.
THE THIEF OF FATE AND THE DEVIL WHISKEY
39
Devil Whiskey retained stepwise grid traversal, but the view smoothly
transitioned between steps in a 3D-rendered world. Devil Whiskey a
pure nostalgia trip. It became a videogaming solace for me during the
stress of starting a new job and living in a new city.
Figure 5: Exploring the wilderness after party creation in The Devil
Whiskey
Unfortunately, not far into the game, I ran into a problem: a quest
was bugged. A character offered a quest to defeat a particular monster
on a deeper level of the dungeon. Upon doing so and returning, the
quest-giver gave the same quest again rather than acknowledging its
completion. I repeated the sequence a few times in hopes that I had
missed something, but the error was persistent and reproducible. I
posted the issue to the technical support forum.
40
PAUL GESTWICKI
Figure 6: Engaging in combat in The Devil Whiskey
A friendly forum denizen suggested that I simply go in and fix the
code for that quest, pointing out where in the installation directory I
could find it. The thought of fixing the bug myself had never crossed
my mind. I followed the post's instructions, navigating to the “scripts”
directory. There, I found files like 003_barracks.py and cellarsPlot1.py
—the actual Python scripts that controlled these parts of the game. The
code was sensible, and there were ample comments explaining the
interactions of quests with global game state. I tweaked the necessary
files and took my party back into the dungeon, now able to finish the
quest in the designer's intended manner.
My academic study of computer science was enough for me to
know that there were no inherent differences between game program-
ming and any other kind, but I had not had such a personal encounter
with game code since typing in examples from BASIC textbooks. This
made me start thinking about game development in a new way.
At the time, I had been conducting research on design patterns for
object-oriented programming (Gamma et al., 1994), and I realized that
games could provide a good hook to attract students to work with me.
I proposed and taught a seminar on game engine programming in
summer 2006, and this led to my first scholarly publication outside of
my dissertation work (Gestwicki, 2007). This was also the summer that
THE THIEF OF FATE AND THE DEVIL WHISKEY
41
I read A Theory of Fun for Game Design (Koster, 2004), which gave me a
vocabulary for explaining why I thought games and game design were
important. It also helped me understand the beauty of challenges of
game design qua game design, not just as an application of engineering
principles. It was shortly after this that I transitioned my scholarly
focus toward game design and development, which contributed
directly to my successful bids for tenure and promotion. My childhood
explorations of game programing had laid a good foundation for me,
but my transformation into a games scholar hung upon a simple
Python scripting error in The Devil Whiskey, an independent CRPG that
remains mostly unknown.
In fact, Devil Whiskey still lives. The current website at https://
www.devilwhiskey.info is a fascinating time capsule of mid-2000s
independent game development, and the site looks exactly as I
remember it. The “About” page acknowledges the inspiration taken
from Bard's Tale as well as the desire to create a clear separation of
intellectual property between the two games. The “FAQ” has been
untouched since before the game’s release. Part of that page provides a
layperson’s explanation of why using certain Open Source libraries did
not necessitate releasing the source code for Devil Whiskey. It mentions
that the developers nevertheless intended to release the code once the
development costs were recouped. The lack of project updates made
me suspect that it was not as commercially successful as anticipated.
Forums powered by phpBB are still accessible, and after years of
silence, I noticed a post in October 2024, indicating that Devil Whiskey is
not abandoned. It turns out that the rights to the game were acquired
from the original developers by Richard Whitwell, who also owns the
rights to indie CRPG classics Mordor (Allen, 1995) and Demise (2000).
An interview with Whitwell confirmed that the game was always
intended to be friendly toward modders. Unfortunately, most of the
original source code is locked away in encrypted archive files whose
keys were lost before Whitwell even completed the acquisition. Even if
there were a Devil Whiskey renaissance, the original code is essentially
lost.
42
PAUL GESTWICKI
OTHER TALES FROM OTHER BARDS
The game called The Bard’s Tale” that was released in 2004 is an action
RPG comedy that only shared the iconic title of the original trilogy. The
name was owned by InXile Entertainment, who appear to have used it
as nostalgia bait. The game had no other narrative nor systemic rela-
tionship to the earlier games, and I only mention it because of its name.
To borrow from Abraham Lincoln, this game was a dog's tail marketed
as its leg.
In 2015, InXile Games successfully crowdfunded the development
of Bard's Tale IV: Barrow's Deep (2018)—a legitimate successor to the
name, expanding on the story from the original trilogy. BT4 retains
some elements of the original trilogy, such as a core loop of exploration
and turn-based combat, while other parts are more modern, such as its
fully three-dimensional world. The game design follows newer
conventions of CRPGs, including party inventory, skill trees, crafting, a
quest log, and voice acting. The differences between the classic game
and the modern interpretation raise interesting game design questions
about the relationship between creative vision and technical constraint.
Did the original programmers wish for real-time 3D graphics, or was
their goal always to implement 10’ squares as in contemporary
tabletop RPGs?
BT4 is an enjoyable fantasy CRPG, and I especially appreciated its
use of music as a crucial element of human culture. However, despite
its references to locations and characters from the original trilogy, it did
not bring me back to the halcyon days the way that Devil Whiskey did.
This made me realize that it wasn’t the story nor the setting that made
a “Bard’s Tale” game for me: it was what Bateman (2017) calls player
practices. Devil Whiskey and the original Bard’s Tale trilogy share player
practices such that a player feels at home in either environment despite
narrative and systems differences. That is, it was allowing players to
create parties inspired by fantasy novels, explore simple maps, and
encounter random mobs. It was the physical experience of hammering
“AAAADDD” on the keyboard, commanding the first four party
members to attack (“A”) while the back three defended (“D”), and
then watching the round's results scroll by in a text box. It was
THE THIEF OF FATE AND THE DEVIL WHISKEY
43
knowing spells by their four-letter codes. These practices connected
gameplay experiences that were decades apart.
The crowdfunding campaign for BT4 recognized that players, plat-
forms, and practices change over time. For an extra five dollars,
backers could be guaranteed of receiving a “Guilt Absolution Letter”
from InXile Entertainment CEO Brian Fargo (The Bard's Tale IV, 2015).
The letter formally forgave players who had pirated earlier games in
the series. To me, this lived up to its estimated value of being “price-
less.” Bard’s Tale III: The Thief of Fate led me on a path to being a games
scholar. I was happy to support InXile’s resurrection of the franchise
and to know that he forgave me for the indiscretions of youth. Now,
when I create games, I can choose to release them as free software
(Stallman, 1992) for anyone to play and study without having to worry
about printed codewheels or cracks from the demoscene (Juul, 2024).
REFERENCES
Alexander, L. (1964–1968). The Chronicles of Prydain. Holt, Rinehart and
Winston.
Allen, D. (1995). Mordor: The Depths of Dejenol [PC].
The Bard's Tale [Windows]. (2004). InXile Entertainment.
The Bard's Tale III: The Thief of Fate [Commodore 64]. (1988). Inter-
play Productions.
The Bard's Tale IV [Crowdfunding campaign]. (2015). https://
www.kickstarter.com/projects/inxile/the-bards-tale-iv.
The Bard's Tale IV: Barrows Deep [PC/Linux]. (2018). InXile Enter-
tainment.
Bateman, C. (2017). “No-one Plays Alone.” Transactions of the Digital
Games Research Association, 3(2).
Brooks, F. (1975). “The Joys (and Woes) of the Craft.”' In The Myth-
ical Man-Month. Addison-Wesley.
Chrono Trigger [Super Nintendo]. (1995). Square.
Commodore 64 User's Guide. (1982). Commodore Business Machines
and Howard W. Sams & Co.
Crowther, W. & Woods, D. (1977). Colossal Cave Adventure [PDP-10].
Demise: Rise of the Ku’tan [PC]. (2000). IPC Software.
44
PAUL GESTWICKI
Devil Whiskey [PC/Linux]. (2003). Shifting Suns Studios.
Final Fantasy VII [Playstation]. (1997). Square.
Gamma, E., Helm, R., Johnson, R., & Vlissides, J. (1994). Design
Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley.
Gestwicki, P. V. (2007). “Computer games as motivation for design
patterns.” In Proceedings of the 38th SIGCSE Technical Symposium on
Computer Science Education. ACM.
Gygax, G. & Arneson, D. (1974). Dungeons & Dragons. TSR.
Gygax, G. (1978). Players Handbook. TSR.
Garriott, R. (1982). Ultima II: The Revenge of the Enchantress [Com-
modore 64]. Sierra On-Line.
Gilliam, T. & Jones, T. (Directors). (1975). Monty Python and the Holy
Grail [Film]. Python (Monty) Pictures.
Juul, J. (2024). Too Much Fun: The Five Lives of the Commodore 64
Computer. MIT Press.
Koster, R. (2004). A Theory of Fun for Game Design. Paraglyph Press.
Lebling, D. & Blank, M. (1983). Zork I: The Great Underground Empire
[Commodore 64]. Infocom.
Stallman, R. (1992). Free Software, Free Society. GNU Press.
Steil, M. (2011, February 1). “How many Commodore 64 computers
were really sold?” pagetable.com. https://www.pagetable.com/?
p=547.
Tolkien, J. R. R. (1954–1955). The Lord of the Rings. Allen & Unwin.
Weis, M. & Hickman, T. (1984–1985). Dragonlance Chronicles.
Random House.
A CALL TO DUTY AND THE
WELL-PLAYED GAME
IMAGINATIVE PLAY, AFFINITY GROUPS,
AND CREATIVE WRITING
STEPHEN R. MALLORY
INTRODUCTION
"If ever there was better evidence that the past mattered. It's right here."
- Admiral Jean-Luc Picard
I discovered a Star Trek-themed chat-based, nominal MUD in the fall of
1995. It became a game I would play weekly (if not more) for approxi-
mately twelve years. When I discovered this well-played game, I was a
struggling college student on academic probation. I was in a rough
space, and games had always been a source of solace. During that gap
semester, my days were spent working at a small family restaurant,
and my evenings were spent exploring a game on the newly launched
internet service called the Microsoft Network (MSN). This game, vTrek,
was an mIRC-based affinity space that focused intensely on commu-
nity storytelling and roleplaying to create unique, Star Trek-themed
stories. This game became the center of my gaming world for over a
decade and whose creative impact still haunts me.
The unique niche vTrek filled, followed by its successor A Call To
Duty (ACTD), defies the definition of a game currently discussed and
contested in the field of Game Studies. ACTD's descent into obsoles-
46
STEPHEN R. MALLORY
For an organization-crafted description of the history of ACTD, see: https://startrek.
acalltoduty.com/history
cence and obscurity mirrors the growth and commercialization of the
internet and remains a curious example among many similar game
experiences that marked a specific period of internet history. ACTD
existed at the edge of the field, utilizing aspects of play often maligned
or ignored in favor of games, texts, and materials that cleave closer to
market-facing systems. ACTD was a well-played game for me and
hundreds of others, and why it was a well-played game means
reviewing why the niche existed, what made it unique, and how its
inexorable connection to now obsolete technologies doomed it back
into the forgotten corners of the internet.
It is worth noting that ACTD dealt with, explicitly, creative engage-
ments around a ruthlessly exploited intellectual property. After all, the
players used copywritten materials as foundational content for the
play; it clearly violated the copyrights of numerous authors, artists,
and actors. While the game certainly did its share of affirming copy-
right ownership to Paramount, akin to those deployed by Mod
communities working with licensed content (Johnson, 2009, p. 59),
ACTD began operation in a grey area. When it was launched in 1995,
officially as Virtual Trek (or vTrek), on the Microsoft Network (MSN),
and came under legal scrutiny within twelve months. By 1996, MSN
signed an affiliation agreement with Paramount Digital Entertainment
(PDE), and the game became the centerpiece for a joint content devel-
opment agreement around Star Trek. From 1996 until 2000, ACTD was
nominally an official part of Star Trek’s online presence, with games
and content officially supported by Paramount and Viacom, including
financial and technological support and infrastructure through the
startrek.com web domaini.
The community of players that constituted ACTD represented a
unique experience amongst existing MUD/MOO/MUSH-based games
at the time. The communal, imaginative, text-based experience resists
explicit categorization, but its locus for creativity, expression, and inter-
personal development was created for Web 1.0, and if Web 2.0 began
around the year 2000, then was made obsolete in less than a decade.
i
A CALL TO DUTY AND THE WELL-PLAYED GAME
47
With its chat-based focus, and backed by website information aggre-
gate services that defined Web 1.0, ACTD represented a style of game
that could only exist in the static, dial-up internet of the mid- to late-
1990s. As Web 2.0, and later 3.0, began to be supported by increasingly
powerful broadband signals and exponential computing power
increases, the textual nature of the game that meant so much to me
disappeared into the shadows of the internet.
INTELLECTUAL FOUNDATIONS
"But maybe, just maybe, Benny isn't the dream. We are. Maybe we're nothing
more than figments of his imagination. For all we know, at this very moment,
somewhere, far beyond all those distant stars, Benny Russell... is dreaming
of us."
- Captain Benjamin Sisko
What defines a game is often framed as a form of competition with
goals, rules, feedback, and voluntary participation (McGonigal, 2011,
pp. 19-22). The concept of games systemizes play to emphasize the
struggle against and within the affordances and constraints established
by the rules and mechanics, where "[p]laying a game is the voluntary
attempt to overcome unnecessary obstacles" (Suits, 1978, p. 38).
Scholars use a variety of frameworks, exploring the affordances and
constraints either within material, code, or accessibility frameworks to
delineate what constitutes a game, how it is played, and what play is
in relationship to our lives (Sicart, 2017, pp. 1-18).
As a game, ACTD fit a unique niche; a game with rules and
mechanics but in a much softer way than Live Action Roleplaying
(LARP). Game rules are statements or constraints that limit actions
players may take and set up potential actions that are meaningful in
the game world (Juul, 2005, pp. 55-57). These rules create finite state
machines that limit player interactivity, where inputs fall through the
state machine, and specific outcomes are determined based on those
inputs. This definition makes specific assumptions about the state of
the game, its mechanics, and representations that conform to digital or
analog/tabletop gaming, whose rules and mechanics are mediated
48
STEPHEN R. MALLORY
materially by content or digitization constructing the interactive expe-
rience. ACTD has rules that govern content, behavior, proper etiquette,
and the use of textual signifiers. To call it a finite state machine would
stretch such a term beyond any known limit. ACTD relied on a bare
structure of text-focused rules, with mechanics that are ultimately
controlled at the whim of the AGM and fellow players in constant
negotiation to achieve a community-focused aesthetic and emotional
experience.
Further, it is tempting to think of ACTD as a game mod. After all, it
can be considered a “continual stream of user-generated content”
(Johnson, 2009, p. 50) designed to keep Star Trek fresh. However, mods
“are not stand-alone systems, as they require the user to have an origi-
nally acquired or authorized copy of the unmodded game” (Scacchi,
2010), and can range from minor quality-of-life improvements, such as
user interface changes, to total conversions that allow players to create
entirely new games and game content on the existing technological
framework of the published gameplay system. As noted by Johnson
(Ibid), most mods disappear, their teams dissolve, and the creation is
never to be completed or litigated away by the copyright holders. A
precious few, such as Team Fortress or CounterStrike, are subsumed by
the holder of the original game copyright and turned into new
commercial content. This process reveals that mods are the extension
of fan labor within ad-hoc development teams, embodying an affinity
space that blurs the line between professional and passionate amateur.
ACTD, by contrast, was an affinity space that took a blurred line and
practically erased it. After all, ACTD was officially (albiet briefly) sanc-
tioned and supported by the copyright and intellectual property
holders of Star Trek as part of a larger digital presence and passive
advertising strategy to draw more page views and clicks to the
startrek.com website. While ACTD fits within some of the qualities of
Bruns definition of produsage (Bruns, 2008), several elements of the
ACTD structure and process resist such broad classificationii. I would
As will be described later, ACTD required training new players to understand the
rules of the game, used a relatively rigid hierarchy of management, and the generated
content was not necessarily constantly revised and reissued, nor could it be universally
accessed and edited. The result was understood as something that anyone could benefit
ii
A CALL TO DUTY AND THE WELL-PLAYED GAME
49
The textual artifacts and gameplay experience surrounding ACTD was seemingly
never-ending, each session a discrete starting point but endlessly progressing.
These experiences existed in tension because the outcomes were uncertain and where
the participants would take the story was potentially infinite.
While these games are recorded, the transcripts and provided materials after the fact
fail to capture the speed and potential for anxiety in play. The text is there, but the spirit
of imagination is gone entirely.
While the game has a nominal leader, participants constantly shift between a variety
of roles including researcher, audience, actor, or director.
While the game does have a nominal leader/director, authorship of the play experi-
ence is multiple and simultaneous. There are multiple, simultaneous authors.
The entire play experience may generate multiple discrete units of text, their size,
scale, and scope varies from week to week and participant to participant.
The ACTD experience demands interactivity and is mediated by keyboard and
screen.
argue that we were ultimately creating digimodern texts, the contents
of which are “made up to a varying degree by the reader or viewer or
textual consumer” (Kirby, 2009, p. 51). Every session and resulting
textual artifact exemplified the qualities of onwardnessiii, haphazard-
nessiv, evanescencev, demanding reformulated and intermediated
textual rolesvi, social authorshipvii, textual fluidityviii, and electronic-
digitalityix (Ibid 52-53). Modding a game results in a new product,
item, or system. A digimodern text blends the systematized play of
games with the production of an interactive, collaborative, ultimately
ephemeral text that pushes against the boundaries of classification
within existing postmodern frameworks.
ACTD, while explicitly a game and explicitly a digimodern text, can
also be considered a mediated form of playable theater. Each session
was a “live performance that integrates meaningful audience agency,
where participants have some kind of perceivable and transformative
impact on the experience” (Pearce, 2021, p. VII). While not an act of
drama, player participants would embody and broadly act as their
chosen characters or characters in a thematic form of improvisational
theater with the other participants in the chatroom. ACTD can be
considered a game embodying emergent co-creation in a playful
performance (Harper, 2024) at its most fundamental levels. If we
from. Game instances were one-and-done, like the episodes of Star Trek, and optionally
knitted into a larger, game-specific story and narrative structure; each instance stood
alone once completed and was not revised or revisited later.
As will be described later, ACTD required training new players to understand the
rules of the game, used a relatively rigid hierarchy of management, and the generated
content was not necessarily constantly revised and reissued, nor could it be universally
accessed and edited. The result was understood as something that anyone could benefit
from. Game instances were one-and-done, like the episodes of Star Trek, and optionally
knitted into a larger, game-specific story and narrative structure; each instance stood
alone once completed and was not revised or revisited later.
ii
iii
iv
v
vi
vii
viii
ix
50
STEPHEN R. MALLORY
understand that emergent games are still rule-based systems that
utilize player agency to reconfigure how the game unfolds (Juul, 2005),
and the participants co-creating how the story unfolds within the softly
constrained narrative framework of the game, ACTD cleaves closer to a
game where participants are continuously reconstructing the co-
constructed gameplay system and story as it unfolds, relying on all
participants to explore and modify new narrative points and story
outcomes (Harper, 2024, 43-44).
If ACTD was ultimately a systematized, playful, co-created perfor-
mance, the centrality of participant imagination must be considered.
The field of Game Studies often sidelines the role of imagination in the
discourse. Adults do not use their imaginations when playing; they
attempt to struggle against the rules, using the mechanics to achieve a
goal in direct competition with another individual or against the game
embodied by the materials or computer code. Game Studies often
present games as texts, useful for case study analysis and critique
(Geertz, 1973), where games are viewed as a mode of competition,
illustration of complex socio-political or cultural markers, or narrative,
where participants struggle either against others or themselves against
the game, rather than an acceptable exploration of their imaginations.
As a result, the field tends to delegitimize imaginary play because of its
continued association with children and early-childhood education
(Sutton-Smith, 1997, p. 132). ACTD exemplifies the rhetoric of play of
the imaginary (Sutton-Smith, 1997). As a well-played game, ACTD was
built around evoking collective imaginary situations, with rules laid
before the play activity and the outcomes resting both within the
participants' imaginations and the transcripts and associated materials
resulting from the activity.
The play definitions often cited in Game Studies reinforce this idea
of the play as competition or learning rather than imaginative explo-
ration and aesthetic meaning-making. The concept of the imaginative
reflects a childishness that does not include serious study by academics
or designers. Imagination is often recast as cascading representations
of participants within the game (Evans, 2012), or eliminated from the
definition itself. This work will rely on De Koven's definition of a
game, which defines them as:
A CALL TO DUTY AND THE WELL-PLAYED GAME
51
[block quote]"social fictions, performances, like works of art, which
exist only as long as they are continuously created…[t]hey are not
intended to replace reality, but to suspend consequences. They are not
life. They are, if anything, bigger than life." (2013, p. XVIII)[block
quote]
This definition is unique within the zeitgeist of Game Studies
because it creates a flatter and more inclusive definition that avoids the
exclusionary nature of existing discourses. If games are ultimately
social fiction, and play is an activity that reinforces that fiction, then
"the game we are playing is the script as we have chosen to enact it"
(Ibid). Bringing these above definitions together, the working defini-
tion for this analysis is that a well-played game is a social fiction
enacted by totally engaged participants using a loose script to engage
in communally created imaginary events.
ACTD – THE PLAYFUL AFFINITY SPACE
"Space must have seemed a whole lot bigger back then. It's not surprising they
had to bend the rules a little. They were a little slower to invoke the Prime
Directive, and a little quicker to pull their phasers. Of course, the whole bunch
of them would be booted out of Starfleet today. But I have to admit, I would
have loved to ride shotgun at least once with a group of officers like that."
- Captain Kathryn Janeway
Not to be confused with the massively popular AAA digital game
series with a similar name, ACTD is a text-based community improvi-
sation narrative construct set in the science fiction universe of Star Trek
following the events of the syndicated Television series Star Trek: The
Next Generation. Since its launch in 1995, hundreds of players have
participated either in weekly chat meetings, electronic bulletin-board-
styled forums, or through email threads, creating stories of science
fiction struggles inspired by the universe created by Gene Rodden-
berry with its hopeful blend of multiculturalism, futurism, and techno-
logical determinism.
In this case, the loose script was considered official Star Trek lore,
consisting of very vigorously policed bounds of what was considered
52
STEPHEN R. MALLORY
Films The Final Frontier and The Undiscovered Country would close out the Original
Series adventures. The films Generations, First Contact, and Insurrection would continue
the adventures of the Next Generation crew following the series conclusion in 1994.
These series, the modern Star Trek of its day, were Star Trek: The Next Generation, Star
Trek: Deep Space Nine, and Star Trek: Voyager
There are simply too many texts to list here; taken as a whole franchise, more than
850 Star Trek novelizations have been published since 1968.
acceptable (canon) and unacceptable. Film and television content
volume for Star Trek as a property was high throughout the 1990s and
into the early 2000s when I was most connected to ACTD. This four-
teen-year span, from 1987 to 2001, featured six major motion picturesx
and the complete run of three television seriesxi that proved to be the
creative backbone for the ACTD play universe. A long-standing
cultural constraint of ACTD was to limit information and thematic
content to information produced for and seen on the screen. Ancillary
books, such as the Star Trek Technical Manual (Sternbach & Okuda,
1991) and Deep Space Nine Technical Manual (Zimmerman, Sternbach, &
Drexler, 1998), were considered canon. However, works of fictionxii,
Star Trek Tabletop roleplaying games (TTRPGs), and wargaming
systems were considered off-limits. Content produced for the growing
number of digital games was also off-limits, regardless of their quan-
tity, depth, and connection to screen or film. What was allowed for the
shared experiences and imaginary events were only those seen on
screen. This provided rigid guardrails for both constraints and affor-
dances of play in ACTD. Players could not necessarily interact with
significant characters and events. They could use those events as back-
story or imaginary priming for their characters and adventures. For
example, players could have characters who served aboard the USS
Enterprise-D but could not contact Captain Jean-Luc Picard for a
chummy chat. This ensured that game activity would not necessarily
run afoul of the presented content. It made players feel more like they
were participating in something more significant, indirectly connected
to the shared media events.
These affordances and constraints, determining what was and was
not valid for consideration in the imaginative play space of the game,
helped reinforce that ACTD was as much a game as an affinity space.
x
xi
xii
A CALL TO DUTY AND THE WELL-PLAYED GAME
53
I do not connect to mine anymore, but I still remember my number: 396104. I was an
early adopter.
Affinity spaces are inhabited by groups of people who unite around a
unifying interest or engagement in and through an activity. In affinity
spaces, “people are fully engaged in helping each other to learn, act,
and produce, regardless of their age, place of origin, formal credentials,
or level of expertise" (Gee, 2018). ACTD became a place where individ-
uals could come together and learn more about one of their favorite
science fiction media series. It was a place where individuals could
engage in regular social interactions, mediated by text and individual-
ized through the screen, that would “resource and mentor learners, old
and new, beginners and masters alike” (Gee & Hayes, 2010, p. 188). In
this case, the affinity space is related far closer to a mutual, interactive,
fan fiction writing group, with the Star Trek franchise being “the thing
for which people who move around in the big space have a shared
interest or passion. It also beckons to anyone who enters any part of
the space and seeks to entice him or her to stay in the space” (Gee,
2017, p. 113). The affines in this group could act out the lives of textual
avatars in that universe, produce weekly improvisational group
performances, write detailed email-based collaborative stories, or
“engage in the activities that keep their shared affinities alive " (p.114).
All this was created while embracing a particular ethos and learning to
use established internet connectivity protocols like mIRC, email, and
BBS systems while integrating cutting-edge technologies like platform-
agnostic instant messaging technologies like ICQxiii.
Regardless of their delivery format, all of the subgenres of play
within the ACTD affinity space use similar frameworks regarding
arrangement, moderation, and text-based communicative pseudo-
languages to communicate actions, activities, or narrative branches.
Rather than delve into the intricacies of all three modes of play, with
chat, play-by-email (PBeM), and play-by-post (PbP), I will focus on the
mIRC-chat-based game, the games longest-running format. New
players would sign up and receive four weeks of training. This
involved brief training games with an assigned Assistant Game Master
(AGM), who would teach players the rules of the game and its textual
xiii
54
STEPHEN R. MALLORY
frameworks and enculturate participants into the practices of playing
the game with others. After these sessions, the AGM would recom-
mend more training or assign the player to an active weekly game
session. Players would then get to choose a game to join and would be
able to begin participating in the next weekly session. Each game had a
weekly day of the week and time of day to play the game, and it
would last an hour within a specific channel. Players could access the
game by joining and participating in two separate chat channels simul-
taneously. The primary channel, or game channel (GC), was, by cultur-
ally-enforced rule, unused until play was initiated. A second channel,
the Out-Of-Character Channel (OOC), was utilized for player social-
ization, discussion, and information and exposition dumps. The tran-
scripts for the GC would be saved, edited, emailed to all participants,
and posted to the ship's Bulletin Board System (BBS) for later down-
load. Before the beginning of the next week, players often took the
time to create a log, mimicking the practice first illustrated by Captain
Kirk, where their player, through the lens of their character, would
creatively reflect on the activities of the previous week's game. Often,
these logs would be brief. Over time, they would evolve into pages of
text written as interstitial short stories, allowing participants to
develop deeper connections with the game, their characters, and their
peers in the playgroup.
An AGM moderated every chat game. The AGM was responsible
for creating and maintaining the vision and direction of the game by
developing the principal storyline, refereeing disputes between play-
ers, and giving opportunities or hooks for players to participate during
the play session. The crew, or player participants, would assume roles
and responsibilities akin to what could be seen during a Star Trek film
or television episode. Experienced players often served as the Captain
(CO) and Executive Officer (XO), with newer players becoming the
Chief Engineer, Science Officer, Helm, Tactical, Operations, Medical
Officer, and others, working together to crew a particular starship.
Taken together, the AGM and the crew would cooperatively coauthor
personalized episodes of their own Star Trek series, weaving together
adventures in the spirit of the famous monologue, boldly going where
no one has gone before.
A CALL TO DUTY AND THE WELL-PLAYED GAME
55
2nd Edition Dungeons and Dragons would be the most succinct example the
dynamic between player and referee and the power dynamics therein
Image 1, Excerpt from a ACTD Chat Game Transcript, 2009
All of this happened over an hour in the designated channels above
in Image 1, utilizing a variety of text-based iconography as a shorthand
for various actions. ACTD is not exactly a game in the
MUD/MOO/MUSH vein, with unique clients and preprogrammed,
turn-based activities. Instead, activities happen in real-time, leading to
a potentially chaotic torrent of text as players narrate their actions and
the AGM responds. Some of the iconography used in these spaces
included ACTION, written in all caps and used by AGMs to denote
significant events during the play to which all players could respond.
AGMs and players would use brackets (<>) to speak as NPCs that
were considered fair use by all participants, as well as open/close pairs
of colons (:: ::) to denote a character's actions. In making decisions,
players would use double-curly brackets ({{ }}) to raise questions to the
AGM about the outcome of a player-initiated event.
ACTD, as a playful affinity space, both exemplifies and resists the
notion of an elitist affinity space (Duncan & Hayes, 2012, p. 11). ACTD
embodied a clear hierarchy that reflected many of the roleplaying
games of its timexiv , with a Game Master playing their role and the
Players playing theirs in co-creating a narrative and story experience
and demanding conformity to the textual norms of the game format.
However, the affinity space fostered by the culture of ACTD resisted
xiv
56
STEPHEN R. MALLORY
the demands of knowledge production, emphasizing co-participation
and co-creation, and was tolerant of a relatively diverse and broad
definition of acceptable behavior. That said, while the creation of new
knowledge was not emphasized, welcoming community participation
was emphasized, and exclusionary behavior by participants in terms of
harassment was not tolerated. ACTD was a cooperative, playful
affinity space that was a site “of potential discussion” (Duncan S. C.,
2024, p. 24), where the intricacies of Star Trek lore would be discussed,
explored, and argued over. Because the game existed within a partic-
ular set of content constraints, where only information presented
onscreen was considered valuable and available for coopting during
gameplay, much like arguing over the complexities of a published
digital game (Steinkuehler & Duncan, 2008), the community in ACTD
took to intensely debating and exploring speculative technology (aka
Treknology), filmed stories, dialog, and costumed creatures viewed on
screen or in film. These debates would begin fostering elements of
negotiation and contestation because ACTD existed as a cooperative,
co-created, co-played, co-engaged virtual space, mediated, and
presented strictly in text; the usually firm line between the game
designer and the game player was virtually nil, and any contestation at
that level would ultimately lead to participants not playing the game.
The case described within this paper is heavily situated in a specific
moment of history, and much of the community interactivity and
frameworks therein have moved on into far more contentious spaces
and atmospheres (Duncan S. C., 2024, pp. 30-31). Framing this moment
helps explain the unique nature of the affinity space that existed in this
instance.
The ACTD affinity space existed in a liminal period of internet
history when the internet was less of the consolidated space of today.
The internet in this period was filled with local internet service
providers (LISPs) connecting to the broader internet. Dial-up connec-
tion was the norm. In 1994, widespread adoption of broadband
internet was six years away as ADSL was looming on the horizon.
Companies like Microsoft, America Online, and others were content
aggregates, each vying for subscription fees on top of the LISP fees.
Games like Neverwinter Nights (Beyond Software, 1991) were big attrac-
A CALL TO DUTY AND THE WELL-PLAYED GAME
57
https://www.acalltoduty.com/
tions, even if they required additional fees on top of everything else
spent to access the internet. Due to bandwidth considerations, text was
the dominant means of interaction when a 56k BAUD modem was the
standard for internet connectivity. Whether in chatrooms, instant
messengers, or internet bulletin boards, the internet was constrained
by the computers of the time, with comparatively finite storage,
memory, and especially transmission bandwidth when measured
against today's machines. These constraints led to participants
consuming a diet of static images, low-resolution gifs, and copious
amounts of text. ACTD exemplified this attempt by a major organiza-
tion, Paramount, to leverage the limitations of existing internet connec-
tivity to drive and keep individuals connected to the internet and,
more specifically, their specific website.
All of this would change within the next decade. The launch of
broadband internet would sound the death knell for the initial text-
based internet. Within five years, Web 1.0, dominated by telephony
modems, would begin to evolve into the broadband-based Web 2.0.
This evolution would lead text-based games like ACTD to wither, and
the novelty of the imagination would be squashed by streaming music
and video. Today, the Call of Dutyxv website reflects this withering; a
roster of two dozen participants still haunts a publicly linked discord
server, struggling to maintain a site riddled with dead hyperlinks. The
once thriving, playful community that existed here twenty years ago
has all but disappeared.
ACTD was and is a much-diminished affinity space engaged in
constant communication via email, chat, or bulletin boards, and it was
a well-played game. It was a literal social fiction, instantiated not
through code or mediated by an interactive graphical interface but
through text streams. These streams were filled with signs demanding
attention and interpolation, giving rise to imaginative play and
demanding total participation of the players. The loose script, guided
by the AGM and generated weekly by the players, evokes communally
created imaginary events that keep the plot moving forward. These
individually created and yet communally experienced imaginary
xv
58
STEPHEN R. MALLORY
events provide a unified, playful experience. This game, developed
around this shared community of genre and content, was built, main-
tained, and constrained by the internet in that technological and
cultural moment. The rise of Web 2.0 and the immediacy that broad-
band provided, in both passive and interactive content, doomed the
community to be just another footnote of a footnote in early internet
gaming history, an evolutionary dead-end pruned from the
MUD/MOO family tree.
ACTD – THE WELL-PLAYED GAME
"What we leave behind is not as important as how we've lived"
- Admiral Jean-Luc Picard
The call for this analysis asked the critic to center on a game that
inspired them to become more deeply involved with games in some
way. This meant a game could be a source of comfort and inspiration
for future careers in professional game design, academia, or both. The
key descriptor is that the game must be "well-played." Further, what
defined a well-played game was left intentionally broad, including
analog and digital games, AR or mixed reality, and LARPing as accept-
able games for study. These were all game genres that cleave much
closer to the game studies field-expected definitions and concepts of
rules, mechanics, and systematized play. ACTD, as noted above, is not
that kind of game and it may even be a stretch to call it a game in the
formal sense.
This game compelled me creatively for over a decade, and its influ-
ence reverberates through my heart and mind. When I need to be
creative, my imagination turns back to this game above all others.
Star Trek has been an important imaginative science fiction fran-
chise in my life. Star Trek: The Wrath of Khan (Sallin, 1982) was one of
the first films I remember. I watched the first episode of Star Trek: The
Next Generation, "Encounter at Farpoint" (Fontana & Roddenberry,
1987) on a small black and white television. My brother passed down
his passion for science fiction to me when he moved out to go to
college, leaving me gorgeous texts like the Star Trek Star Fleet Technical
A CALL TO DUTY AND THE WELL-PLAYED GAME
59
Arguably, a Season 3 was created as a love letter for the fans of Star Trek through the
1980s and 1990s
Manual (Joseph, 1975) and the exquisitely illustrated Star Trek Space-
flight Chronology (Goldstein & Goldstein, 1980). Pouring over these
texts primed me for adventures in the Star Trek future, seeking out
new life and new civilizations, boldly going in the face of threats from
nefarious Klingons and devious Romulans. The books my brother left
behind when he moved halfway across the country to attend univer-
sity afforded me that chance. I imagined serving on a five-year mission
aboard a Constitution-Class starship, cataloging gaseous anomalies
across the Alpha Quadrant, and serving with an equitable crew; my
ultimate dream and escape from the world around me.
When I found ACTD, I found my people: a collection of individuals
that spanned interests from general Star Trek fans, former high school
actors and performers, current university students, and even strug-
gling writers and academics. Sitting here now, I can think of a handful
of players who are now PhDs, researching in academia. The affinity
group was filled with people like me, who methodically poured over
what we saw on screen for deeper, coherent meanings that built the
verisimilitude of the narrative. We are the stereotypical fans for whom
season 3 of Star Trek: Picardxvi was created.
Image 2. Hyperlink collection of ACTD Chat Games from the 5th Fleet
(Circa 2000)
My ACTD engagement ran deep. Over my first year, I moved up
from a simple player to the Captain of a new ship, the USS Orion.
Within another six months, I was made the AGM of the Orion. I would
xvi
60
STEPHEN R. MALLORY
USS Orion, USS Quinirus, USS Pharaoh, USS Claymore
play on or run multiple ships over the yearsxvii, including managing an
entire "fleet" or subgroup within the affinity group with upwards of
sixty players (see Image 2 above). I would help launch the play-by-
email game and run one of those games for a year. I would run several
game-wide storylines, where every chat game would focus on creating
and exploring a broader narrative and contributing their spin on the
outcome. I also led the team that formalized and developed most of the
technical specifications, crafting a formalized deep lore about each Star
Trek starship technology used in the game. I find the most comfort in
how I helped informally change how the players generated the
personal logs for the game.
Logs, when I began playing, were always written from the charac-
ter's perspective. Within the first year, these impersonal summations
became far more involved and directly related to characterizations.
Over the years, these logs evolved, becoming more vehicles for
exploring my creative writing abilities and ultimately informing my
love of writing. At a certain point, academics must embrace writing,
finding their voice through text to create engaging narratives to entice
and attract readers. I am not saying that these logs were well written.
They are often filled with overblown expressions of pathos. What these
logs did was help me find my creative voice and help prepare me for
the discipline of writing engaging works.
Image 3. Screenshot showing an excerpt from an Officer's log (Circa
1997)
xvii
A CALL TO DUTY AND THE WELL-PLAYED GAME
61
Image 3 is a capture of a log written in 1997. Yes, it has errors,
which are included, but the format is what is important. These logs
were focused on a formality lifted from the screen and placed into
words. From the odd use of fonts to the stilted language, it tries to fit
an assumed structure that mirrors the monologues in television and
film. The form was more important than the function. The writing
poorly mimics the spoken word. There are hints of characterization,
plenty of formatting errors, and incomplete sentences, but the result is
not interesting. After all, it is structured for those who know what
happened in the game, not as a means of communicating that game-
play experience for public consumption.
Image 4. Screenshot showing an excerpt from an Officer's log (Circa
2003)
Image 4 above reflects a fundamental shift from the frameworks
established six years prior. The typos remain, but the formal titles, the
finery, and the structure that serve as a weak scaffold for events that
have explicitly happened in the previous game are gone. In its place is
an attempt at creating an engaging written response. Here, the function
has shifted from merely providing a written replay of the previous
session to one where exploration of narrative and characterization
beyond the play session has become the norm. Instead of recapping
what has happened before, it sets the stage for something happening
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STEPHEN R. MALLORY
between game sessions, serving as a creative bridge for readers to
understand better the motivations of that character previously and
moving forward.
The affinity group that was ACTD was, therefore, as much an
affinity group for imaginative play as it was for writing. My desire to
express myself textually, building ephemeral connections between
fictional characters in the far future, was a way of exploring myself.
The characters I inhabited became ways to pull off the carefully
curated masks I had maintained and examine aspects of my identity.
Over the years, I cultivated a collection of characters, developing intri-
cate backstories tied into Star Trek lore, each letting me embrace, narra-
tively, aspects of myself that I had learned to block out, hide from, or
ignore. Through these explorations, ACTD became my well-played game
because I could be myself while joining a community bound by hope.
Star Trek has always had an optimistic vision of the future, and ACTD
allowed me to find hope through my characters and use the shared
play experience to understand better what that meant by playing char-
acters more confident, more assertive, bolder, or more emotionally
aware and communicative than I was in that time. This exploration
allowed me to realize my confidence and assertiveness, developing a
healthier understanding of my emotions.
By 2007, just before the Great Recession, my time with ACTD ended.
By then, 16 years had passed, and I was one of the last of the original
AGMs still involved with the game. Between chat and play-by-email
games, administration, and project time, I estimate that I put in about
ten hours of play and labor per week into the game, sometimes more if
my friends engaged in more spontaneous, free-form play in empty chat
rooms. Taken together, that is almost 7300 hours playing and adminis-
tering the game, and even that number feels conservative. By the
summer of 2007, the playful culture and the creative boundaries I had
explored were shifting; a new generation of AGMs and GMs began
leading the community with new ideas. My understanding of that
culture was lagging, and my willingness to engage with what it had
become was minimal. Where there was once the opportunity to explore
or even challenge slightly the existing understanding of Star Trek and
A CALL TO DUTY AND THE WELL-PLAYED GAME
63
the series' understanding and definition of hope, now the focus was on
simplification, streamlining, and adhering far more rigorously to a more
stringent interpretation of the Star Trek universe. That felt like a creative
death sentence; I had played the game and wanted something more.
So, I left the game and closed the door on that part of my life. That
is not to say I cut ties entirely with everything therein, but I moved on
from the game and became another footnote in the game's history. In
that time, I developed a circle of friends, comrades, and loved ones. We
continued to dabble, here and there, playing the game the way we
enjoyed via email. We had all grown up together, and despite our
collective love for imaginative play, the stress of the real world and the
responsibilities of our lives took precedence. The relationships forged
in those chatrooms, bulletin boards, and email strings to this day
have not been replicated. I am proud that some of them still exist and
are stronger than ever.
ACTD represented a particularly curious moment in internet
history, one whose conditions straddled the end of the dial-up internet
and ushered in the broadband internet. The technologies that afforded
these creative spaces have disappeared, subsumed by other frag-
mented platforms lacking the first web's agnosticism. IRC-based chat
clients still exist, but their immediacy has been replaced by mobile
platform chat and text messaging. Chatrooms have uniquely splin-
tered, appearing in game clients, software platforms like Discord, and
group chats through mobile phones, and the bulletin boards exist more
publicly, appearing as forums in places like Reddit, Internet
Comments, and the various Chans.
ACTD also represented a particularly curious moment in my
history. A variety of games have always been sticky for me. Using
Steam as a measurement device, I have games where I have spent
countless hours playing a variety of games, from Hearts of Iron IV
(5663.4 hours played) and Stellaris (2391.4 hours played) to Civilization
IV (550.4 hours played), but those are still 3000+ hours short of what I
the number of hours I gave to ACTD. Games have forever been a part
of my life; I grew up in a home with parents who were early adopters
who were among the first in the neighborhood to purchase an Atari
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STEPHEN R. MALLORY
Pac Man and Pitfall! being particularly memorable
My brother often traded games with peers at school; my formative titles were Lode
Runner, Ultima, Choplifter, Karateka, and Zork
VCS/2600xviii and an Apple IIexix. The first draft of this paper focused
on the countless editions of Dungeons and Dragons I have played
(which also explains my TTRPG rulebook addiction). However, the
ACTD game experience did more than give me a playful outlet for a
quick dopamine hit and satisfaction from engaging in a small amount
of flow. ACTD gave me access to imaginative play eschewed by the
market and material demands of the game industry. It taught me confi-
dence in my creative writing ability, allowing me to develop my
distinctive textual voice. Most of all, ACTD gave me a community
when I needed it most. It brought me in contact with friends I still
cherish and communicate with daily. More than anything, ACTD gave
me the confidence to pull off the masks I had been wearing. As a well-
played game, it fostered a decades-long affinity group that generated
playful, creative engagements that evoked shared imaginative experi-
ences, touching something essential in our understanding of play.
BIBLIOGRAPHY
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Bruns, A. (2008). Blogs, Wikipedia, Second Life, and Beyond: From
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Duncan, S. C. (2024). Well-Played and Well-Debated. (J. Sharp, & D.
Davidson, Eds.) Well Played Journal: Theories of Well Played, 2, 22-33.
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Duncan, S., & Hayes, E. (2012). Learning in Video Game Affinity
Spaces. New York: Peter Lang.
Evans, M. (2012). The Secret Lives of Elven Paladins. In J. Cogburn,
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Gee, J. P. (2017). Teaching, Learning, Literacy in Our High-Risk High-
Tech World: A Framework for Becoming Human. New York: Teachers
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Joseph, F. (1975). Star Fleet Technical Manual. New York: Ballentine
Books.
Juul, J. (2005). half-real. Cambridge: The MIT Press.
Kirby, A. (2009). Digimodernism: How New Technologies Dismantle the
Postmodern and Reconfigure our Culture. New York: The Continuum
International Publishing Group.
McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and
How They Can Change the World. New York: Penguin.
Pearce, C. (2021). Building a Plane Mid-Air. (C. Pearce, N. Fortugno,
& D. Davidson, Eds.) Well Played Journal: Playable Theater, 10, VII-XII.
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Sallin, R. (Producer), Bennett, H., Sowards, J. B. (Writers), & Meyer,
N. (Director). (1982). Star Trek II: The Wrath of Khan [Motion Picture].
Paramount Pictures.
Scacchi, W. (2010, May 3). Computer game mods, modders,
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modding, and the mod scene. First Monday, 15.
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Sicart, M. (2017). Play Matters. Cambridge: The MIT Press.
Steinkuehler, C., & Duncan, S. (2008). Scientific Habits of Mind in
Virtual Worlds. Journal of Science Education and Technology, 530-543.
Sternbach, R., & Okuda, M. (1991). Star Trek The Next Generation
Technical Manual. New York: Pocket Books.
Suits, B. (1978). The Grasshopper: Games, Life and Utopia. Toronto:
University of Toronto Press.
Sutton-Smith, B. (1997). The Ambiguity of Play. Cambridge: Harvard
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Space Nine Technical Manual. New York: Pocket Books.
ACKNOWLEDGMENTS
This paper would not be possible without a unique cohort of individ-
uals with whom I played ACTD and whose creative company was
unmatched for over a decade: Tiffany Knoell Ph.D., Mark Tucker,
Robert Siwiak, Adam Edwards, James Young, Jamie Sanders, Andrew
Dalrymple, Renee Rehn, Maryanne Greska, and many many others
who came and went.
We should do it again sometime.
O
FALLOUT: LONDON
A WELCOME RETURN TO TRADITIONAL
GAME DEVELOPMENT VALUES
TERRY GREER
INTRO
n December 28th 2024, Mark Warren, a Senior Staff Writer
for vg247.com, a website established in 2008 for discussing
all things videogames, wrote an article entitled “Sure,
gaming in 2024 had some killer underrated gems, but it was really the
year of the mod” (Warren 2024a).
The online article is a short light overview of the year in which he
reflects on the past year and considers the best games of the year. This
year, however, he has little to say about mainstream and AAA (triple
A) games, largely down to the dire state of the current industry.
Instead, he contents himself with identifying a few interesting indie
games, noting that some of the best experiences of the past year have
tended to be game ‘mods’, and that this year those mods took ...a big
step forward”. The step forward to which he refers is that mods are
(again) becoming increasingly mainstream, often supported by the
original game’s developer itself, and that some are so detailed and
ambitious that they are effectively complete brand-new games.
In his article Warren particularly singles out for praise a mod of
Fallout 4 known as Fallout: London (Team FOLON 2024)
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TERRY GREER
Having played it extensively I consider it to be arguably one of the
most important game mods ever created, for reasons that include
vision, organisation, and sheer scope. Other reasons hark back to why
many people become game developers or decide to study games in the
first place, while some have echoes from the very dawn of the industry
itself.
WHAT ARE MODS
A ‘Mod’ is a term used to describe fan-made content for games that can
be compiled into the final game to mod (modify) the experience. Mods
are not new; they have been around since almost the dawn of the game
industry.
When I first entered the game industry in the late 1980s, many
video games were often the result of single individuals, or small teams,
and their skills often had to be hugely cross-discipline to create
anything at all. In the early days of game development, the third-party
game engines that we think of today (such as Unreal or Unity) simply
didn’t exist and instead game developers would reuse sections of code
from previous games and often license additional ‘middleware’ code
for specialized functions such as “Havok for physics, Miles Sound
System for controlling audio or Bink for playing video codecs” (Partha
2012). These gradually morphed into early approaches to reusable
‘engines’ such as SCUMM, used by Lucas Arts for their graphical
adventures (Bevan 2013). SCUMM stood for ‘Script Creation Utility for
Manic Mansion’ which was created for Manic Mansion and continually
expanded thereafter with each new game release, to allow for more
complex actions. This makes it one of the earliest identifiable game
engines that were used.
Market forces (and improving hardware capacity and speed)
inevitably led to team sizes rapidly expanding, with team members
becoming more specialized in their skillsets in pursuit of larger and
grander visions. It also led to most game companies developing, like
Lucas Arts, an internal ‘engine team’ to maintain that reusable portion
of a game that helped speed up production, and effectively to create
their own reusable core ‘engine’.
FALLOUT: LONDON
69
Using middleware as a model, many companies decided that main-
taining this code was expensive, and perhaps they could license this
internal game tech as something that could similarly be reusable by
other companies. While licensing a game engine could be expensive, it
did reduce the amount of work required to maintain the bulk of a
game’s code base and allowed the licensing company to concentrate
instead on adding new features and creating actual game content
(models, artwork, animations, levels and other assets).
It was about this time (1996) that Unreal started to carve out its
dominance. When I was head of Game Design at Microprose UK we
licensed the original Unreal Engine for XCom Alliance (Microprose n.d.)
before the first Unreal game was released (Greer 2018) and, at that
time, negotiation of a license would involve huge sums of money. I
don’t know what the final agreement was, and how it broke down into
upfront costs and royalties, but it certainly cost hundreds of thousands
of dollars, and I’ve since heard anecdotal reports of over the final price
tag being one million dollars.
These reusable game engines had to be easy to learn and be usable
by non-programmers. They also had to be well documented, otherwise
any profit earned by licensing their game engine would be lost through
additional technical support and the risk of alienating their licensors.
The side effect of this was that this meant they were also easy for
non-developers (i.e. players). Players could actually look at a game’s
installed files and investigate properties and assets. This was some-
thing that hadn’t really been available much before. Soon there were
editors that allowed modifying and customisation of games. Indeed,
the early Unreal games, and any game that used Unreal as it’s engine,
actually shipped with the Unreal editor itself as part of the install.
Anyone could just go into the install file on their PC, find the editor
executable and run it, allowing them to create new levels and mod the
game they had just bought.
Companies like Epic actively wanted players to continue using
their engine as much as possible. It gave them a form of ‘market share’,
and simultaneously vastly increased the pool of people who under-
stood the engine. For the first time it became common for job appli-
cants for game development positions to be able to demonstrate their
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TERRY GREER
skills using a third party engine that a company might use. The more
the pool of developers knew how to use a game engine, the more likely
that engine was to be licensed in the first place.
This feedback loop created an active mod scene that revolutionised
the way players thought about game development and led to the first
golden age of mods and modding.
The appeal of mods was, and still is, largely down to the fact that
those unable to create a game from scratch could still quickly learn
how to make changes to a game in order to affect the overall experi-
ence in some distinctive way.
This democratisation of game development was no small event.
Without modders and modding the game industry would be a very
different place today.
Image 1: Minor Mods include graphic overhauls such as this
Quake skin.
Although there’s no agreed clear sliding scale or definitions for
what constitutes a mod, the most frequent forms are normally consid-
ered to be roughly as follows:
Minor/cosmetic mods – such as modifying a character skin
(Fig 1) in Quake (Id Software 1996) or upgrading materials
with higher-resolution textures.
FALLOUT: LONDON
71
Functional mods e.g. adding a feature that changes gameplay
in some way. This could be as simple as a new weapon, or
something more complex such as a completely new play mode.
Level mods – new themed game levels which include
potentially new environments or experiences. Game levels
are in many ways a manifestation of either all, or some
subset, of the overall game’s mechanics. It’s hard to build a
game level (unless purely aesthetically) without having all a
game’s relevant mechanics playable. Theming a level to a
specific mix of mechanics works well as a way of showing a
level’s uniqueness either in narrative, navigation or
gameplay. (Note that game levels are also often
differentiated using unique cosmetic additions.)
Total conversion mods – the largest mods. They tend to be
comprehensive projects that include all the previously-
mentioned minor mod types. This added complexity can
sometimes lead to them being considered whole new games.
A good, and well-known, example of this is the original
Counter-Strike (Calvin 2019), which was originally a mod of
Half-Life (Fig 2) made by Minh Le and Jess Cliffe.
Image 2: Counter-Strike started out as a fan-made mod of Half-Life.
Modding has, since its earliest beginnings, been a clear route into
game industry employment, along with being a useful way of demon-
strating complex and hugely relevant technical skills. For example,
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TERRY GREER
Minh Le and Jess Cliffe were both later employed at Valve largely on
the back of their Counter-Strike mod (Valve 2000). Valve have done this
repeatedly: for example, Kim Swift (Swift 2007), a graduate of the
DigiPen Institute of Technology, plus many individuals from her
project team, were hired to convert the work done on their team project
Narbacular Drop into the iconic game Portal (Valve 2007).
Another good example of a modder gaining employment from
their work is Kris Takahashi, who was most recently a full-time
designer on Starfield. Kris started off by modding Morrowind (Bethesda
Game Studios 2002). As he says in a biograph on Bethesda’s website: I
spent a lot of time looking into mods, started making my own, and eventually
got a little too ambitious trying to redesign all of Morrowind.” (Bethesda.net
2024). Eventually Kris moved onto modding Fallout, which led to
Bethesda employing him full-time.
This pattern is common. Modders gain experience with a compa-
ny’s game engine (such as Bethesda’s Creation Kit) and, being free from
the pressure of full-time work, can push their mods in interesting and
unexpected directions. They then become well-known in the modding
scene, and the best get approached directly and offered a position or
are recognized for their skills if they simply apply to the company (in
the absence of a specific job role advert).
In the same way, offers have also flooded in for some of those who
worked on Fallout: London (which I’ll cover in more detail later). But
first, what is this game?
WHAT IS FALLOUT: LONDON?
Fallout: London (FL) is a huge DLC-sized total-conversion mod for
Fallout 4 (Swift 2024).
This type of mod is sometimes known as a ‘replacement mod’, as,
unlike other minor mods, installing it overwrites and replaces the main
program and much of the original data, making it incompatible with
the standard game and the save game. For example, if the player ever
wants to revert to the original Fallout 4 game, they will have to delete
both the FL mod, and the original game first then reinstall the original
game from scratch.
FALLOUT: LONDON
73
Image 3: Fallout: London is a ground-breaking game mod based on
Fallout 4 and is the first Fallout game to be set outside north America.
Fallout: London is the brainchild of ‘Team FOLON’. This was set up
by Dean Carter (Director) and Callum J Quick (Chief operating Offi-
cer), with a disparate group of amateurs and moonlighting profes-
sionals (consisting at times of almost 100 developers, and a similar
number of voice actors) who spent five years on realising their initial
ambition.
Throughout, Team FOLON kept the interest alive through a regular
series of progress videos (Team FOLON:YouTube 2024a), and status
updates, going all the way back to 2019 (Team FOLON:YouTube
2024b).
The team members worked remotely on this mammoth project,
synchronising and organising it via Discord. The very first work shown
on Discord was dated 3 August 2018, and the game was finally released
on 25 July 2024.
The sheer scale and ambition of the project is truly staggering, and
it is the largest, most detailed and, I think, important game mod of
recent years.
Although Bethesda support third-party modding of their games
(Nunneley-Jackson 2012), albeit with some code and multiplayer
exceptions in games such as Fallout76 (Dorn 2024), its status as an
unofficial game means it can’t be sold because of copyright. It is,
however, available free to download.
Installing FL to Steam means you need to undo the next gen
updates that Bethesda forced on players just before FL was due to be
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TERRY GREER
released. These ‘updates’ pushed the FL mod’s release back. Bethesda’s
update also broke a great number of well-established mods and all
these problems proved impossible for team FOLON to work around
(Zwiezen 2024). This ‘surprise next gen update’ certainly affected FL’s
release date and almost certainly the number of early bugs experi-
enced. For a while they tried to work round it but too much was
broken and, in the end, Team FOLON gave up and required that the
update was ‘wound back’ before FL was installed.
However, while FL can be installed under Steam, it’s much easier to
install it via Good Old Games (GOG). Team FOLON and GOG worked
closely together, and GOG helped support and host the mod and its
release. By using GOG’s heavily-discounted Fallout 4 Game Of The Year
(GOTY) edition, it becomes a simple matter to install the mod without
having to wind back anything.
On FL’s release it became the fastest ever redeemed mod on GOG
after being downloaded over 500,000 times in the first 24 hours (Lyes
2024). It’s also now reached well over a million downloads from GOG,
making it the most popular mod ever released (Pureza 2024).
The term mod doesn’t do FL justice as the size and amount of
content is comparable to a complete game in the Fallout Franchise: it
has been likened to the size of Fallout 4 and its DLC (a term that refers
to official additional Downloadable Content for a game) Far Harbour
combined.
So, apart from size, why is it so important?
The Fallout games are large open-world action RPGs set in a post-
apocalyptic world.
The first few games were isometric exploration games: Fallout 1&2
(Interplay 1997/8) were set in New California; Fallout Tactics (Micro Forte
2001) is set in the American Midwest; Fallout 3 (Bethesda Game Studios
2008) the first of the 3D games, was set in the Capital Wasteland
around and in Washington DC; Fallout New Vegas was set in the Mojave
wasteland and what was left of Las Vegas; Fallout 4 (Bethesda Game
Studios 2015), was set in the ‘Commonwealth’, in and around the ruins
of Boston and the east coast; while the most recent multiplayer Fallout
76 (Bethesda Game Studios 2018) is set in Appalachia and what’s left of
West Virginia.
FALLOUT: LONDON
75
Todd Howard, director and executive producer at Bethesda Game
Studios, who is particularly responsible for the Fallout, Elder Scrolls
and Starfield franchises, said, in a recent interview with Greg Millar on
Kinda Funny Gamescast, that Fallout, with its ’50s retro futurism, was
inextricably linked to US popular culture, and he couldn’t see how it
could work in any other setting (Parijat 2024).
He might think that, but Fallout: London shows how wrong he is.
PLAYING FALLOUT: LONDON
Unlike all previous Fallout Games, which were set in the US, FL is set
in the UK, and at a time placing it somewhere between Fallout 3 and 4.
What is apparent from the very start is that Todd Howard’s belief
that Fallout can’t exist outside of the ’60s US cultural bubble, is utterly
false.
Image 4: Right from the start familiar elements such as London
Underground or the brick-built streets and architecture create a very
different feel to any other Fallout Game.
The retro ’50s/’60s UK setting, while culturally different, is just as
rich in symbolism, just as relevant and just as crazily appropriate as
the focus on Americana in the original game.
Rather than showing the Cold War from an America perspective,
when playing FL, we are immediately presented with the use of
imagery and audio from the 1950s ‘Protect and Survive’ UK govern-
ment videos (Zarity 2018). This is all proof that America isn’t alone in
its experience of that evocative time, which held so much threat and
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TERRY GREER
promise. The UK had the added frisson of being a country that had
recently experienced war first-hand, being bombed during the Second
World War. Most developed countries (especially those that were
involved heavily in the war and its aftermath) take that same period
(from the end of WW2 onwards) as a golden age of optimism for the
future: today that has been coloured by a rising cynicism, making it
just as ripe for nostalgic parody.
The wartime kitsch associated with the Fallout franchise, along
with the fear of nuclear holocaust, memories of the revitalisation of
economies and the embracing of science after WW2 are echoed simi-
larly in all western nations. The United States does not have a
monopoly on this.
Playing FL for the first time is a compelling, interesting and
endearing mix of exploration, revelation, frustration and joy.
After the usual character creation step, you wake up (not knowing
who or where you are) in a glass restraining pod, where you are
assessed by a couple of scientists (voiced by former Doctor Whos
Sylvester Macoy and Colin Baker. This really helps set the stage and
makes you feel that this is something special and quintessentially
British. Suddenly the facility is raided and the scientists killed, but the
glass is damaged, allowing you to punch your way out and escape the
complex.
As with all Fallout games this initial experience allows you to
familiarise yourself with the controls, and to meet one of the new
enemy types the RadShrew, a tiny ball of venomous viciousness that
is both tough and annoying.
As you explore, you get nicknamed ‘The Wayfarer’ by the shadowy
Ms Smythe (who you will repeatedly encounter) before escaping the
Shard (your starting location) via London Bridge station and an under-
ground train. The train then crashes leaving you stranded alone,
injured and suffering amnesia, a true stranger in a very strange land.
Whole new plot and setting Many of the traditional US-based
Fallout elements, such as super mutants and the ubiquitous vault-tech
sites, aren’t present in Fallout: London, but, to compensate, lots of new
quirkily-British mutated threats are introduced, including badgers
(vicious and huge), foxes, Wombles (effectively FL’s version of Death-
FALLOUT: LONDON
77
claws) which are first encountered near Wimbledon, RadShrews,
leeches, killer post boxes and walking naval mines.
But it is the encounters with the various factions created for Fallout:
London that stand out and make the most impact, and there are many
of these (Tang 2024).
Image 5: It’s clear that this will be a very different experience and that
attention to detail is very high. Your first meeting with the Vagabonds
shows just how different this experience will be.
New factions There are over two dozen factions and variants
throughout the game, which is astounding. They are well-designed
and unique, and fit with the setting. These factions include the Camelot
Knights (effectively medieval cosplayers trying to kickstart a new age
based on chivalry), and the Tommies (more or less WW2 era soldiers
that draw upon more recent nostalgia). There are also several crime
gangs, the main two being the Vagabonds (a Peaky Blinders inspired
faction) and their nemesis The Isle of Dogs Syndicate. But they’re not
alone.
What still survives in the West End of London is controlled by the
Gentry and they, in turn, are threatened by the Fifth Column (totalitarian
fascists). There are also the shadowy Angels, a sort of technological
shadow organisation that seems to be calling many of the shots across
London, reminiscent of the Institute in Fallout 4.
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Image 6: Greenwich is home to the Jack Tars a bizarre faction that live in
land-locked boats.
Image 7: The Jack Tars dress in period navel costume and use insanely
powerful muskets with a 10 second reload!
One of my favourite factions is the Jack Tars. These dress like 18th-
century nautical militia and live in land-locked ships including the
Cutty Sark in Greenwich: they use insanely powerful flintlocks that
take over 10 seconds to reload!
Other new factions include: the Thames Folk (humans mutated by
radiation into having gills and becoming amphibians); the Cultists,
who worship Cthulhu toys; and another of my favorites, the Beefeaters.
Your first encounter with these vicious cannibals, who control the
Tower of London and Tower Bridge, is hugely memorable. Much
later, after clearing them out and picking through the remains of the
Tower of London, you can find one of their prized possessions, The
Holy Hand Grenade of Antioch itself, hidden in a turret room. The
range of factions and quests involving them, and the ways they
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interact with other factions, is impressive. It’s fresh, fun and totally
bonkers but, within the framing of the Fallout franchise, makes total
sense.
Post-apocalyptic London The map of Fallout: London is immense,
so large that it’s broken down into several subloads and distinct areas.
The ability to explore a Fallout-themed London is, of course, one of the
main attractions of the game, and here the attention to detail is again
mind-blowing for a mod team.
Some areas are a totally trashed and radioactive wasteland (such as
the area around the Millenium Dome and Eastwards). Other areas,
while badly damaged, have recovering and seemingly-vibrant commu-
nities (e.g. Camden Locks or St Pauls). A few locations, such as the
West End, from Trafalgar Square down through Westminster to Buck-
ingham Palace, are almost unscathed and even feature a partially
working underground system, complete with escalators. Each London
area feels distinct and home to very specific communities and factions.
The overall feel is one of society that is just ‘Keeping Calm and
Carrying On’, which makes this Fallout world even more uniquely
British.
Being largely an urban environment, FL it is structured denser to
other Fallout games, and is more linear in construction.
Rather than being largely fully open from the outset, this time the
overall map is gradually revealed and unlocked via player actions and
quests. Initially these distinct routes give pacing and structure and
represent a refreshing return to harder linear RPG games.
While you can explore almost anywhere if you really put your
mind to it, unlike Fallout 3 or 4 or New Vegas, the FL map often has defi-
nite routes for connecting different areas, and an overall pacing that
gradually unlocks the map as questlines are encountered or solved.
This means that, rather than the more open sandbox exploration we’ve
got used to in Fallout games, you often find that the map is more
‘node-based’ and this to some extent controls the rollout of new
locations.
Ammo, weapons and armour are also somewhat rationed, and it
takes longer for the player to develop a strategy and build up a reason-
able inventory. However, this isn’t a flaw as it makes the overall experi-
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ence far more like a traditional RPG and refreshingly different: you feel
that you have earned everything you find.
It also feels appropriate given the far higher density of the map
and, strangely, seems to encourage real and careful exploration. This is
especially true in the earlier stages of the game when opening up the
game too fast could have been confusing, and it allows you to get to
know the myriad of factions at a comfortable pace.
Along with the main quests there are also, inevitably, a lot of fairly
mundane ‘fetch quests’. There are, however, also some truly
outstanding one-off encounters and quests that come out of nowhere
and which leave a long-lasting impression. One of my favorite encoun-
ters is the Peruvian Artifact Quest that takes place in the British
Museum, and which I accidentally joined and activated whilst explor-
ing. The museum, while run down, still has a lot of valuable historical
artifacts all guarded by an insane AI hell-bent on disposing of all ‘loot-
ers’. It’s superbly written and hugely funny.
The AI system is called TERRY (Techno Electronic Robotic Reposi-
tory of Yore) which I also found hilarious. Fallout: London is full of
similar original and well-created content.
Image 8: Churchill – an indestructible Bulldog companion and a real
‘good boy’.
As for companions, rather than Dogmeat you can get an interesting
range, my favorite being Churchill, an indestructible Bulldog that I got
from a Tommy early in the game. There are several more great char-
acter alternatives that I won’t reveal to spoil the surprise. Dialogue and
FALLOUT: LONDON
81
voice acting for these is funny, extensive and generally very good
indeed.
Insane degree of customization Everything has had a cosmetic
make-over, starting with the Fallout staple the ‘Pipboy’ (which in Fall-
out: London becomes the Attaboy). There’s a complete change to the
perk system and animations, including some weird perks such as
‘sleepwalking’ that can reset your position almost anywhere on the
map whenever you take a long rest.
Even incidental assets such as telephones, toys, canned goods, food,
comics, drinks and all collectables have been redesigned with period
Britain in mind: beer mats can be collected to gain perks, for example,
and underground tickets replace bottlecaps as the main currency. There
are also hours of additional audio including original parodies of ’60s
music hits (such as ‘Nuclear Submarine’) and a couple of fun radio
channels to listen to. Everything has changed – and it feels glorious.
The game is a visual delight. It rewards exploration with novelty at
every turn and feels British to the core while simultaneously feeling
100% Fallout. This is a total make-over that has managed what seemed
impossible.
Depending on your individual playstyle, and how sidetracked you
get with optional quests, it could take anywhere from 25 to well over
100 hours to complete.
Given the fact that this works, and works so well, it’s clear that
many other cultures could be equally interesting if given a similar, and
reverent, Fallout make-over.
In fairness, my initial impression of Fallout: London was mixed. It
was simultaneously an astounding piece of work, a monumental
achievement and also a hot-mess of bugs that initially rendered the
game almost unplayable. One of the first reviews I saw of the mod
(From the PC Gamer site) recognized that same failing, labelling their
review “Fallout: London is a truly impressive modding achievement that
mostly hits the mark, but it's barely playable right now” (Wolens 2024).
But, like me, the reviewer could still see the gold within and, over-
all, the review was positive and looked forward to when the main bugs
were fixed. This same pattern was present in every review I looked at.
So I persevered and took advantage of a mod called Buffout 4
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(Nexus Mods 2024a) that seemed to help prevent most of the problems
and crashes and allowed me to play the game and I was instantly
hooked.
Since then, there have been several major updates that have
resulted in the game becoming far more stable and crashing far more
infrequently. Bethesda games are renowned for crashing, so much so
that crashes are now down to almost Bethesda’s traditional standard
rate (and probably also, in many cases, down to Bethesda’s original
code).
Image 9: Tower Bridge – London is recreated in enough detail that if you
know it you can find your way around easily.
Image 10: Just exploring and finding out how well London’s
landmarks have survived (such as the cannibal infested tower of
London) is enormous fun.
The experience has become something quite remarkable. Most
mods are small affairs, perhaps adding a new skin, a new quest and
FALLOUT: LONDON
83
level design or a companion: even when extensive they rarely add
more than an hour or two of gameplay.
Sure, there were a fair few problems if I really looked. Some
dialogue wasn’t polished, some voice-over work could have been
improved and several times I really got annoyed at the level design
which made some things almost impossible to find. Loading times
when moving between inside and outside locations, or different parts
of the map were often terrible, and there were many early quest-stop-
ping bugs and crashes that sometimes required the console to address
and fix. But these issues never ruined the experience for long and I
found myself consistently revelling in what was around the corner and
exploring just for the sake of it. I lived in the real London for several
years and I was impressed by how easy it was to navigate. Overall, the
map felt intuitive and even if routes were blocked, I still knew where I
was and where I was going. I just had to use my knowledge of London
to find alternative routes.
The voicework, dialogue and quests were often superb, equally as
bizarre and haunting as anything created by Bethesda. Some I will
remember fondly for years (though I don’t want to give out too many
spoilers). There are plenty of playthroughs to enjoy that will walk you
through a scene if you’d rather not have the hassle of installing and
playing, but this is one mod that everyone should experience, if only to
marvel at the sheer scope of what was achieved, and especially if you
love Fallout.
The very Britishness that oozed out of everything felt very different
to any other Fallout game and I felt totally at home. I have loved it
more than any other fallout experience since that very first 3D excur-
sion into the Fallout world in Fallout 3 suddenly the world of Fallout
feels brand new again.
RECEPTION
But I’m not alone in believing FL is something special. In fact, IGN
(Imagine Gaming Network) actually reviewed FL despite never having
reviewed a mod before saying:
“Editors Note: Yes, we’ve reviewed a mod! It’s true that this isn’t some-
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thing IGN normally does, but seeing as Fallout: London is a project on a scale
that rivals a full game, we’ve made an exception.”
The review goes onto say:
“When you consider it’s a completely free mod rather than an official
game, Fallout: London is extremely impressive. It’s a massive RPG worthy of
the Fallout moniker, and the way it uses its titular city to shake up the series
US-centric formula is extremely effective and refreshingly novel going off
the beaten path to adventure with companions is as fun here as it is in any
modern open-world Bethesda game. There is a lot of fun to be had in Ol’
Blighty.” (Koreis 2024)
If you look at any review of Fallout: London you’re likely to see a
universal appreciation of the work that has gone into it and the fun
that people have had playing it. I’ve found it interesting to watch
numerous playthroughs from a wide range of countries (especially
from those who live in the US). While UK players are naturally
enthralled by having a Fallout game set in the UK, even players from
the US have also singled out the unique London setting and flavour as
major plus points, and universally (apart from the bugs) it’s gone
down well. I even came across a YouTube video where weapon experts
from the Tower of London discussed the weapons created just for this
mod (Ferguson 2024).
In fact, one of the most often repeated observations was we should
stop calling it a mod.
By all measures this is a full game.
It may have started as a mod, but it is now a complete and ground-
breaking game in its own right: a game crafted with Bethesda’s
Creation Kit that is, in many ways, indistinguishable from a standard
Fallout game and a monumental achievement which deserves full
recognition and respect.
FALLOUT: LONDON
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Image 11: Exploration is often richly rewarded. For example, this
is one of 16 Tardis ‘Easter eggs’ (in different degrees of disrepair)
scattered across the entire map in a Dr Who quest line. Find them
all to claim a special energy pistol – the ‘Dardek’.
WHY IS THE FALLOUT: LONDON MOD IMPORTANT?
While there is a clear guiding hand visible throughout (controlled by
Dean Carter and Callum J Quick) the player gets the impression that
every team member was given carte-blanche to carve out their own
little corners of the game to work on. That this was a labour of love by
all involved is obvious.
FL is an unofficial mod. Modders traditionally can’t gain any mone-
tary reward for undertaking game mods.
So what were the real motivations for creating mods such as Fallout:
London?
In an interview with Dean Carter, for the website VG247 in August
2024, Mark Warren asked about the organization of Team FOLON, and
what led members to spend so much time on a project such as this
(Warren 2024b).
That interview is very illuminating. One contributing factor was
certainly the Pandemic. The UK Covid lockdown led to members of
the project team having a lot more time on their hands than they had
originally expected (effectively giving them a great deal of free time)
and allowing the project to advance far faster than would normally
have happened. The unexpected opportunity of the Covid lockdown to
the mod’s development also underlines why Fallout: London might just
remain unique. However, this extra time also allowed Team FOLON to
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plan better, to “ask tough questions” and get the team into “…the same
mindset as professionals”.
Key to this organization was finding out what each team member
wanted to get from the project, and Carter found that there were basi-
cally a couple of different reasons that team members signed up:
Some just wanted to do it as a hobby, working weekends
and having fun with like-minded people. Nothing wrong
with this, and it’s a good way to develop skills.
Some wanted to get a job in the industry, and saw this as a
way of creating useful portfolio pieces to advertise their
skills. Team FOLON becoming more professional and
dealing with tight deadlines helped equip anyone thinking
of entering the game industry with appropriate experience
as to what would be expected. A mod is always a good
portfolio piece.
Using a mod as a portfolio piece is a well-established pathway to
getting noticed. Prior to game development being taught at university
graduate (or higher) level, and prior to the explosion in academic
interest in video games, the ability (in the absence of prior employ-
ment) to demonstrate modding skills was a significant mark in an
applicant’s favor.
Even if someone was in employment, modding allowed for the
demonstration of additional skills, and allowed people to work on
projects, genres and in roles that they might not yet have attained, or
which they aspired to. Basically, mods are a great way of adding to a
portfolio, and of gaining attention from the major publishers of the
games being modded, even if no current vacancies are advertised.
For whatever reason, a portfolio piece or simply the pleasure and
satisfaction from completing work, and the feedback obtained from
players are the same reasons why most game developers started out in
the first place.
Modders can, however, sacrifice a lot. As Carter says later in the
same interview:
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87
“The problem with inspiration is it might seem like a good idea, but you
might not realise how much like this has to take over your life to do. If I
had worked the hours I've worked in a job now, I don't know, I would
probably be in a much bigger house right now. But no, I haven't been
working, I've been working in the creation kit for free, for no money, my
savings are f**king obliterated, excuse my swearing, like they are gone.
“People don’t realise the sacrifice that goes into things like this and
that's the biggest thing, is you can be inspired, but understand the
sacrifice. The biggest bit of advice is do your research on how long and
how many man hours combined this takes and if you can't do that,
then just watch other people do it, I would say.”
The sacrifice that Carter talks of is immense. Fallout: London had (at
times) close to 100 people working on it, and the overall development
time was close to five years.
None of this work was paid for. Team FOLON is an eclectic mix
that includes game students, retired developers, moonlighting profes-
sionals and those that want to gain a foothold in the industry. That this
‘herd of cats’ could be organized into a team capable of pulling off a
game of this magnitude is astounding. That it could be so well received
and so enjoyable is equally impressive.
It’s worth mentioning that Bethesda has in the past attempted to
create a category of ‘paid’ mods, where the creators of those mods
would get paid for their work.
They first tried this in 2015 with Skyrim, aiming to allow validated
content to be sold via Steam. But the community hated it on two fronts
(Chalk 2015).
Firstly vocal members of the community objected to the fact that
the mod developer would only receive 25% of the revenue (with the
rest being split between Steam and Bethesda).
Secondly a similar vocal number maintained that mods should
always be free!
The framework for paid mods was quickly pulled and failed almost
immediately, which I consider a huge shame. In regard to the first
point, while not overly generous, it could so easily have been updated
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over time once the principle had been established. The second point,
however, is more problematic and shows up the warped entitlement of
some players: if mod developers can’t monetize five years of work in
some way, then nothing similar will ever be made.
Bethesda ‘Creation Club’ on Steam has since introduced the idea of
paid mods again (through this is a rather feeble back door without
clear guidelines as to what monetary value actually would accrue). So
far these are for ‘authorized’ and simple changes, and not huge total
conversions such as Fallout: London. In some ways this may open the
door for negotiated special cases, and there are some potential avenues
that show promise (Pearce 2017).
What is clear is that if we want mods like FL then some way of
financially rewarding a team responsible for work like this has to be
found and implemented. After all, it’s worth pointing out that compa-
nies (including Bethesda) that support modding can often gain a
considerable monetary benefit from a game mod, even if the modders
themselves don’t. A mod can drive players to buy the original game
just to play it. I did this, for example, when setting up Fallout: London: I
couldn’t face the time and effort required to uninstall and wind back
my existing Steam copy of Fallout 4, so I bought another heavily
discounted GOTY edition via GOG.
Both Bethesda and GOG benefited financially from that, but not
Team Folon.
However, mods like Fallout: London are immense and, without some
ongoing financial support, mods of similar scale and ambition are less
likely in future. Another Fallout mod Fallout: Nuevo Mexico, (based on
modding Fallout: NewVegas), has recently been cancelled. One of the
modders involved referred to having "...poured thousands of hours
into it, late nights, early mornings, and everything in between." But
that “... the workload was enormous, and the costs ahead, both finan-
cial and personal, are too great. Continuing forward simply isn't
sustainable for me and everyone involved.” (Nightingale 2025).
It needs to be stressed that developers gain hugely from having an
active modding scene. It prolongs a game’s life in the marketplace and
maintains an IP’s profile between official releases and sequels. If devel-
opers want an active modding scene it behoves them to create bound-
FALLOUT: LONDON
89
aries for what is allowed and what not, and to provide clear guidelines
and financial scales as to what recompence modders can expect for
creating content and to where copyright will reside.
Bethesda obviously needs to maintain and defend its own copy-
right, otherwise it could lose it. Equally, modders have to accept they
are creating derivative works and that their copyright is always going
to be severely limited or will simply be blocked. I fear under current
copyright laws it’s simply not in a company’s interests to encourage
large complex mods that could lead to large complex copyright
disputes, without clear guidelines up front.
Modders are often given a great deal of freedom to make what they
want, but that freedom is granted only by agreeing to provide the mod
free of charge to others.
But this is a complex question: there is no easy solution, and even
companies that that do loosen their hold over their IP such as Valve
with Team Fortress (Bailey 2025), Epic with Old Unreal code (Doran
2024), or EA with Red Alert (Wolens 2024b) currently only allow free
distribution of any derivative work.
The complexities of copyright with regard to modding are
immense and other creative industries have had similar problems. For
example, Star Trek has a long history of fan-made content that origi-
nally, for similar reasons to Bethesda, was very lax on specifying
exactly what fans could and couldn’t do. This led to the infamous
‘Return to Axanar case where a fan team was raising over $100,000
dollars to make a Star Trek fan film via crowdsourcing. (Gardner
2017). The resulting court case led to a fixed (some would say dracon-
ian) set of rules and restrictions about what could and could not be
made (CBS & Paramount 2016). Again, central to the settlement and
rules was the fact that fans would not make any financial profit from
their work.
It will be interesting to see if a solution to this can be found.
Even without financial recompense, however, working on a mod
creates a powerful calling card for a developer, and can often be the
only way of proving their skills. In the absence of a formal portfolio of
professional work, job offers can occur.
Several job offers have come from Fallout: London already (Dinsdale
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2024), some as far back as 2021, and Carter himself was offered a job on
Fallout76 in 2022 but turned it down in order to see FL completed.
I’m sure that as the team’s work on this mod gradually becomes
better known, the number of the team that gained entry to professional
game development will continue to rise.
Finally, and incredibly, it’s worth pointing out that there are
currently over 500 mods created for Fallout: London itself! (Nexus Mods
2024b). While these are almost all small and graphical, some have been
downloaded many thousands of times. To have this number of mods
of a mod is another amazing achievement. If there’s something
someone thinks should be different, anyone can just wade in, without
permission, and create a ‘fix’, that can then be (optionally) installed by
those that might feel the same.
This democratisation of development is an important part of what
it means to be involved with the mod scene.
CONCLUSION
Games started out as small affairs with a handful of individuals (or
even only one) crafting the experiences that forged the game industry.
Over time the development of game engines allowed for the
democratisation of game development, so that anyone could create
content and variations on a game without needing the skills and time
to develop a game from scratch.
Game mods grew out of that time and in many ways Fallout: London
is a time machine that looks back towards those game industry origins
and to a time where the pleasure of simply creating a game was the
main reward. To a time when the joy of becoming involved with a fran-
chise was paramount, simply so that you can have your own creative
fun with it and not worry about any monetary recompense for your
time.
In today’s market, the chances are that developers of all disciplines
will not work on a franchise they are attached to. Mods offer a way of
fending off the mundane work you do whilst often giving the freedom
to do something remarkable to a franchise you love, even if it’s not an
official addition or ‘canon’.
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91
Mods like Fallout: London are important because they remind us of
why we entered game development or why we study and play games.
Fallout: London is not what an official sequel would be, nor what any
intended extension of the IP would be.
Surprisingly, it has been carried out on a shoestring budget using
self-motivated developers of varying skills, and has ended up as a
hugely appealing product that is exactly what players have wanted.
I’d like to add my congratulations to everyone on team FOLON for
their sheer professionalism, invention and dedication to completing
(and maintaining) the project they started five years ago.
Fallout: London has been the most fun playing Fallout I’ve experi-
enced since Fallout 3. It is testament to the spirit that forged the game
industry, and I deeply wish I’d had time to get involved when I first
heard of it, just to have been part of this outstanding game. However,
I’m also paradoxically pleased that I came to it fresh and had the privi-
lege of experiencing it completely in its finished glory.
Given the sheer amount of work carried out over the Covid lock-
down, which is unlikely to ever occur again, I can’t see another mod as
huge and all-encompassing ever being created. But it’s here now, and I
think it is something that anyone that has enjoyed a Fallout game
should play, just to see what is possible given creativity, dedication,
organisation and time.
I also eagerly look forward to whatever Team FOLON do next.
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Pearce, N. (2017). “Pros and cons of Bethesda’s Creation Club”.
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https://www.gamedeveloper.com/business/the-pros-and-cons-of-
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images 3 -11: Author’s screengrabs of Fallout:London. Team Folon,
based on Fallout 4. Bethesda Game Studios.
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Id Software (1996). Quake. https://github.com/id-Software/
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Valve (2007). Portal.
V
ALAN WAKE 2
A CRITICAL REVIEW OF ITS COMBAT
MIKE PORETTA
ideo games are unique as a representational medium. This
uniqueness is not due to the “non-trivial effort” required to
traverse a video game (Aarseth, 1997, p. 1), which is also
demanded by certain works of literature or the third season of Twin
Peaks. Video games are unique because of the special relation achieved
between the player and the meaning of the game-text. No effort can
eliminate the difference between the reader of a novel (the interpretant
of the text) and what is described on the page (its signified content).
Players, meanwhile, are required (even by a low-effort video game) to
adopt intentional coordinates within, and exercise agency over, a
virtual space. The distinction between the player and the object repre-
sented by play is obviated as a condition of playing. In a game,
Baudrillard’s hyperreality is realized: the “contradiction between the
real and the signified” (2017, p. 95) is effaced as player and representa-
tion meld into a “contiguous whole” (2017, p. 95).
Games achieve the contiguity of playing subject with the virtual
world using procedural representation. The author of the game-text,
says Murray, “writes rules for the interactor’s involvement, the condi-
tions under which things will happen in response to his actions, and
the properties of objects and potential objects in the virtual world.”
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MIKE PORETTA
These rules express the “repertoire of possible performances” available
to the player in the person of his character[s], the properties of the
virtual environment, its inhabitants and their interrelations. Arrange-
ments of rules “embody [the] complex, contingent behaviors” (Murray,
2017, p. 88) of represented things and thereby convey their “inner
states” (Murray, 2017, p. 278). They enable the player to act in person,
and undergo the experiences, of his in-game persona. These arrange-
ments have grown ever more complicated as computer technology has
advanced into the 21st century.
The player can perform a “theoretically calculable and practically
containable number” of actions, as dictated by (the author(s) of) the
rules governing the virtual world (Bosman & Wieringen, 2023, p.81).
Specific behaviors are “selectively included” by a game designer in the
spectrum of actions available to the player in order “to produce a
desired expressive end” (Bogost, 2010, p. 45). This selection of possible
or playable behavior, which we will refer to as an “SPA” in this paper,
demarcates the player’s agency in the game and determines how the
virtual world responds to his agency (Murray, 2017, p. 187).
However, distinct selections of playable behavior are not equal in
relation to the same representational goal. Certain behaviors can be
tangential, distracting from the meaning they are intended to convey,
or even contradicting this meaning entirely. Jacques Maritain, a 20th
century Thomist philosopher whose aesthetic philosophy has not yet
(to my knowledge) been applied to the analysis of video games, said
the finest works exhibit “due proportion or consonance” between their
formal (or signified) and material (or signifying) elements (2016, pp.
25, 33). A proportionate SPA, used to express the game world, enables
the player to exercise agency in a manner befitting his adopted iden-
tity. An inadequate SPA obstructs the content of the representation,
disenabling the player's action in the person of his character.
Control (2019), conceptualized and written by Sam Lake, exhibits
proportion between its formal and material parts. Lake’s Lynchian
gaze opens brutalist office environments and 3D action gameplay to
mythical ontology and the forces of Arthurian legend. The player is a
contemporary surrealist mythic sovereign, fighting to restore Camelot,
and it feels that way during play. Alan Wake 2, Remedy and Lake’s
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99
2023 follow up to Control, contrarily, does not exhibit this consonance;
the player is forced to approach Lake’s concept through distracting
and tangential survival-horror mechanics. The disparity between its
signified virtual world and signifying SPA is more pronounced for its
counterbalancing revolutionary facets, and especially when compared
to its predecessor.
Control was an early inspiration behind the critical framework
employed in this paper. Alan Wake 2 confirms, to my mind, the neces-
sity of pairing even the most meticulously crafted virtual world with
suitable procedural expression. Below, I will assess the proportion
between intelligible content and expressive matter from the vantage of
Maritain’s aesthetics. I will incorporate insights from literary theorist
William K. Wimsatt, who originated the notion of the “intentional
fallacy”, to arrive at an outline of aesthetic proportion. I will touch on
this proportion as it appears in Control, before moving on to describe
its absence in Alan Wake 2.
CAN WE ASCERTAIN WHAT A GAME “IS” OR OUGHT
TO BE?
Our discussion presumes the irreducibility of a game-text or artwork
to the conscious whims of its author and players. For gameplay to be
suitable or unsuitable to a game, the game must be understood as an
extramental, public thing with autonomous meaning, whose elements
comprise an integral whole. If this is denied, the text becomes open to
dual varieties of interpretive relativism, which erect authorial intent
and reader (player) affect as the ultimate interpretive values. Literary
theorist William K. Wimsatt pioneered a discussion of these relativisms
in his famous discussion of the “intentional” and “affective” fallacies,
first in The Intentional Fallacy, a paper with Beardsley in 1946, then in
his own book, The Verbal Icon, in 1954. Wimsatt offers one of the earliest
statements of anti-intentionalism in literary theory, with Beardsley
expanding on anti-intentionalism in Aesthetics: Problems in the Philos-
ophy of Criticism a few years later. I find Wimsatt’s critique of intention-
alism comports well, and is complimented by Maritain’s ontology and
aesthetics, as I hope the reader will appreciate.
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MIKE PORETTA
In the first place, the maker of the artwork is not the infallible guar-
antor of this meaning. The author conceives the work and fashions it
according to his conception. But this concept is not an arbitrary and
plastic non-entity. A game, it is true, emerges like a novel or painting
“from a head, not a hat.” But, Wimsatt observes, “to insist on the
designing intellect as a cause of a poem is not to grant the design or
intention as a standard by which the critic is to judge the worth of the
[work]” (2002, p.4). Wimsatt calls this “confusion of personal with
poetic studies” the “intentional fallacy,” which sees the artwork
reduced to the psychology of its author, who becomes the infallible
arbiter of its meaning (2002, p. 10). Bosman and Wieringen have
recently invoked the intentional fallacy (without mentioning Wimsatt)
in the context of game studies (2023, p.79). This biographical mode crit-
icism is fallacious because the work (and its meaning), as an original
being, is irreducible to its author as a child to its parent, a notion we
will return to shortly. Let’s note for now that Remedy's enthusiasm for,
or choice to include this combat does not automatically indicate its
suitability to the game.
In the second place, a game is not equivalent to its reception and
social consequences. If the reduction of a work to authorial intent
“ends in biography and relativism,” a “confusion between the [work]
and its results” ends instead in impressionism and relativism.” Here
there is an attempt to derive the standard of criticism from the psycho-
logical impact of the text on its recipients. Wimsatt deems this favor
for, and separation of, reader impression from intrinsic textual
meaning the “affective fallacy” (2002, p.10). It is possible for an ill-
conceived work to be enjoyed and praised, while the best might be
neglected. In the case at hand, video game critics have found Alan
Wake 2’s combat “enjoyable”, but the pleasure that this combat
induces, and the copies of the game sold, are no measure of the suit-
ability of the combat to express the form of the work. A critical focus
on the text’s reception neglects its intrinsic constitution.
The assertion that Control exhibits proportion between its formal
and expressive parts is not the claim that its author and audience think
so. Rather, the text’s own intelligible content, its Lynchian opening of
brutalist office spaces and action gameplay to mythic cosmology and
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101
Arthurian legend, is well expressed by the rules of being and action
available to the player in the person of Jessie. As I hurtle through the
air, shattering masonry with a thought and wielding her sacred
weapon against interdimensional entities, I am the Mythic Sovereign of
the World Tree, the Director of the Oldest house, guided from birth by
an entity beyond the veil to vanquish cosmic evil.
Likewise, in assessing the disproportion between Alan Wake 2’s
SPA and representational elements, we cannot rely on the motives or
goals of its designers. Nor can we rely on our enjoyment of the combat
or critical acclaim it has received. Instead, the constitutive (“intrinsic”)
and public meaning of the work is at stake; what we can know of it as
an independent entity, with its own essence and intelligible content.
This content is intelligible apart from its author, through its material
expression in the finished work (Wimsatt, 2002, p. 10).
THE WORK IS A NEW BEING
This characterization of artworks as “independent entities” with public
meaning is still incomplete. In what sense are they so? What and where
is the “public meaning” of a text? Any answer to this question will
resort to an ontological framework, which Wimsatt is not concerned
with providing. Maritain is happy to pick up the slack.
Even before achieving material expression, when the work is only a
concept, dependent for its “proper existence” on the artist’s act of intel-
lection (Maritain, 1995, p. 132), its “intelligible content” or formal
causality is irreducible to the subjectivity of the author. Though this
content is artifactual, it is not as “artifact” that it is born in thought
(Guagliardo, 1994, p. 378); it is rather as some “objective or specifying
formal cause having its own essential structure” (Minerd, 2020, p. 131).
The work is about something other than the artist whose mind is its
existential basis, a distinct locus of meaning with interior processes
capable of reshaping the extramental world.
So, in terms of its intelligible content or formal causality, the work
is, in the words of Maritain, a “new creature"(2016, p. 63): a “grandson
of God" (2016, p. 229). It is an original being (2005, p. 155, 170), extant,
even in the mind, not as an abstract formula but, like a child in the
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MIKE PORETTA
womb, as a “singular and concrete” thing (2005, p. 131). The work
exhibits what Tolkien called an “inner consistency" or logic all its own
(2014, p.77). This inner logic does not “consist in conformity to an ideal
and unchanging type" (Maritain, 2016, p. 30). It is “not the logic of
knowledge and demonstration,” where the known thing is abstracted
from its own “proper existence and reduced to the mere condition of
object” (1995, p.7). This is precluded by the work’s individual and
substantial character. The logic of an artwork is instead “the working
logic of every-day, the logic of the structure of living things, the inti-
mate geometry of nature… like the logic of the orogeny of the Alps or
the anatomy of man" (2016, p.53).
To illustrate, I have characterized [the intelligible content of]
Control (2019) as a Lynchian opening of trite, brutalist spaces and
action gameplay to the structures of mythic cosmology and the
Arthurian legend. The protagonist, Jessie Fayden, enters the Oldest
House, headquarters of the Federal Bureau of Control, in search of her
brother Dylan. She has been guided there by a supernatural entity,
Polaris, who has been in contact with her since childhood. She finds
that the Oldest House is not the unremarkable office building its exte-
rior suggests. It is, rather, a constantly shifting interdimensional space
at the heart of reality, and the Bureau charged with its protection is in
disarray, beset by a hostile entity not unlike Polaris. After picking up
the Service Weapon of the previous Director, she receives a vision from
the mysterious Board, yet another interdimensional entity, which
summons her to the Astral Plane and appears to her mind as an
inverted black pyramid. She undergoes a trial before being chosen as
the new Director of the Oldest House. She is tasked by the Board with
expunging the Hiss, which, she learns, has a connection to her lost
brother.
The mythic cosmological resemblances and evocations of Arthurian
legend are prevalent throughout. The Oldest House is explicitly char-
acterized as the axis mundi or world tree in multiple in-game docu-
ments and recordings.i Jessie, the player learns, has been destined
“The Oldest House has revealed much to me during my months in the Foundation,
but many questions remain. Primarily, the tree etchings bewilder me. What is their
i
ALAN WAKE 2
103
since her childhood encounter with Polaris to wield a sacred weapon,
take her place over Camelot and, as Arthur in his first war (Malory,
1970, pp. 31–44), to reunify her kingdom against forces of not merely
political but cosmic chaos. Even the Hiss, an interdimensional “reso-
nance entity” and “ear worm” which threatens to infest the Oldest
House, seems plainly inspired by the chaos-beasts of world European
mythologies, even the otherworldly Questing Beast which Arthur
encounters, with “noise in its belly like unto the questing of thirty
couple hounds” (1970, p. 46). This ontology and these archetypal
narrative tropes are, in Control, individuated and concretized by all
the particularities required to construct a setting, narrative and cast of
characters. In Control, a Lynchian sensibility surgically opens
mundane brutalist environments, explored in the flesh by millennials
like the author, to the transcendent forces of ancient literature and
mythology. This is, to my estimation, the distilled inner logic or intelli-
gible content of Control.
As an organic totality subsuming these variegated elements, the
meaning of the work exceeds its inspirations. The stories of Arthur and
Jessie, or the depictions of the world tree in Scandinavian myth and
Control, are like two individuals, call them Peter and Paul. Both Peter
and Paul are human beings; they exhibit a shared quiddity or intelligi-
bility (Maritain, 2005, p. 150). But they are distinct concrete individu-
als, who embody the intelligibility they share in and through qualities
peculiar to them as individuals: all their tangible, material aspects which
afford them existence in space and time, as more than mere abstrac-
tions (2005, p. 151-153). Peter is tall, Paul is short, Paul is fast, Peter
slow, and so on. Just as the individual characters of the work distin-
guish it from other works with parallel meanings, the same work
equally exceeds the author who caused it. As a distinct individual
thing, its content does not duplicate the subjectivity of its author. It is
about something else: it encompasses both a literary tradition stretching
significance? If the House has changed shape over its lifetime as I've theorized, then was
a tree its first form? ON THE HISTORY OF THE OLDEST HOUSE in-game
collectible https://control.fandom.com/wiki/History_of_the_Oldest_House
“The Oldest House has revealed much to me during my months in the Foundation,
but many questions remain. Primarily, the tree etchings bewilder me. What is their
significance? If the House has changed shape over its lifetime as I've theorized, then was
a tree its first form?” ON THE HISTORY OF THE OLDEST HOUSE in-game
collectible https://control.fandom.com/wiki/History_of_the_Oldest_House
i
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MIKE PORETTA
back into history and a unique concreteness, an irreducible particu-
larity (distinct from its author as much as inspirations).
In this, we can appreciate why Wimsatt is correct to identify
psychology-based criticism as fallacious. For its status as a new crea-
ture, the work’s capaciousness of meaning must, in principle, be
irreducible to the personality, even conscious awareness, of its author.
It is an individual, subjective thing, and no one knows subjects as
subjects. We know other subjects, even those we conceive into exis-
tence, mediately, insofar as one of their intelligible aspects is rendered
present to us by expressive means (Maritain, 2014, p. 56): the tangible
elements of an artwork or the touch of a loved one. The artistic concep-
tion can only be comprehended, by readers as much as its own author,
under these conditions of imperfection, partiality, and “objectivity”
(Maritain, 2014, p. 58), not according to the fullness of its own subjec-
tive constitution. We catch glimpses of this conception, in the case of a
video game, as signified by its procedures and audio-visual assets: its
fictional world, narrative and characters. The artist himself approaches
the essence of his creature, if not through sensible matter as external
readers, then through its subject matter and properties; he does not
comprehend it in its singularity. A similar situation obtains between
parents and their biological, instead of conceptual, children. While
paternity entails a degree of similarity and resemblance, it does not
imply (in fact excludes) identity between parent and child. Nor does it
imply the parent's epistemic access to the constitution of their progeny,
any more than Peter can know the mind of Paul in virtue of sharing the
same human nature.
This means that the “significance of the work is larger and more
diversified” in the world and minds of readers than in its own maker
or any interpreter can ascertain (Maritain, 2021, p. 282). It further
means authors can misjudge the aptness of expressive means in rela-
tion to what they are trying to express. Like all concrete things with
independent constitutions, we know the artwork, but shall never
exhaust it or get through knowing it (Maritain, 2014, p. 56). A great
work is an inexhaustible locus of meaning with “a life of its own,” no
more reducible to authorial than reader intention. It is capable of being
admired, detested, forgotten and rediscovered in turn throughout
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105
history, with new facets of its meaning continuing to surface (Maritain,
2021, p. 282).
PROCEDURAL EXPRESSION
So, the work possesses an individual constitution all its own. It follows
that the standard to be followed in expressing this constitution cannot
be an abstract rule, audience approval nor authorial “intent.” It is, says
Maritain, the constitution itself: the “law of [the work’s] own being,
independently of anything else." (Maritain, 2016, p. 131). We will
return to this notion below. First note that the work must achieve
expression, since its inner constitution, as subjective and individual,
cannot be accessed by readers from within its own bosom. Nor, given
embodied human cognition, can it be transmitted as an immaterial
form to other minds from the artist’s own. Instead, readers must attain
the intelligible content of the work in and through signifying material
elements. In addition to conceiving the work, the artist must elect
“instruments or vehicles” for its extramental expression, as called for
by the constitution of the work (Maritain, 2021 p. 248; 2016 p. 57).
In a video game, these expressive elements are procedural. As a
painter conveys a scene using pigment on a canvas, and a writer words
on a page, the game’s author conveys the form of the work using rules
of existence and action within the virtual world of his game. These
rules dictate the existence, properties and interrelations of virtual
objects (Murray, 2017, p. 187). In them, the author inscribes the
essences, physical properties and behaviors of simulated beings: x is a
human being, six feet tall in virtual space, who wears a blue shirt, can
jump, roll and pick up objects. It is the role of the procedural author to
determine the bounds of the player’s causal agency, establish “the
conditions under which things will happen” in response to the player
action, the [other] beings in the virtual world, their properties and their
interrelations (Murray, 2017, p. 187).
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MIKE PORETTA
THE WORK CALLS FOR DETERMINATE EXPRESSIVE
MEANS
Precisely because it is a type of being all its own, the artistic conception
is not indifferent to means of expression. As a radically individual
thing, certain expressive means will suit it, and others will not. There
are, says Maritain, strictly determined “rules” for realizing the work in
matter, dictated by its own constitution (Maritain, 2016, pp. ix, 135).
These rules are radically particular and have “no absolute signifi-
cance.” They differ according to the work from which they derive and
can be understood only in relation to its perfection. If it pleases a
futurist “to paint a lady with one eye, or a quarter of an eye, nobody
denies him the right: all one can require is that the quarter eye is all the
lady needs in this case,” as dictated by the individual constitution of
the work (Maritain, 2016, p. 29). The beauty of the body “consists in
the proportion of its limbs, colors etc. and so the beauty of one differs
from the beauty of another” (Maritain, 2016, p. 181). “Proportions good
in a man are not good in a child. Figures constructed according to the
Greek or Egyptian Canon are perfectly proportioned in their kind: but
Rouault's yokes are also as perfectly proportioned" (Maritain, 2016,
p.29). There is not a universally best or alike way for different works to
be proportioned; over and above the singular artistic type or essence
“to which a particular work belongs, there is always an infinity of
ways in which something else can be beautiful” (Maritain, 2016, p. 46).
Instead, certain expressive means are best suited to a given artistic
conception precisely insofar as it is radically individual, with a
different constitution from everything else.
THE SPECTRUM OF PLAYABLE ACTION
In a video game, this means that a determinate selection of behaviors will
be required for the player to act in the person of his character. The
included behaviors, as dictated by the rules governing the virtual
world, constitute a spectrum of playable or possible action (SPA). This
spectrum is always bounded. The player can only enact a limited
repertoire of actions, and mode of virtual existence, as determined by
ALAN WAKE 2
107
“Among the activities of the moral virtues political and military actions stand out
preeminent both in nobility (they are most honorable) and in greatness (they concern the
greatest good, i.e., the common good)” says Aquinas in his Commentary on book X of
the Ethics, section 2102.
the procedural author (Murray, 2017, p. 187). Every playable action is
“selectively included” in order “to produce a desired expressive end”
(Bogost, 2010, p. 45). In-game agency, as Bosman and Wieringen note,
is “very much confined by what the [author] allows the player to do”;
he has a “theoretically calculable and practically containable number”
of ways to act in the virtual world. Even in an “extremely free”
sandbox game which “seems to suggest absolute player freedom, the
practicality of the medium prescribes absolute freedom is impossible”
for the player. Only “relative freedom exists within the limits of avail-
able technology and – more importantly – within the authorial control”
of the designer (2023, p. 81).
In the case of Control, certain actions [in a virtual space] befit the
Mythic Sovereign of the World Tree. Arthur, we are told, waged many
wars in order to consolidate his rule, and “did so marvelously in arms
that all men had wonder” (Malory, 1970, p. 33). The figure of the
mythic sovereign calls, in a broad and general sense, for a magnificent
exercise of martial feats. There is a coercive aspect to legitimate author-
ity, according to Aristotle and Aquinas, Maritain's main sources;
further, martial glory is intrinsically relative to the common good and
is the means by which the sovereign imposes orderii. The fine-grained
individuating characteristics of Control help specify this further; these
martial feats are framed according to the aesthetic and technological
capacities of the time in which the game is set. Here this involves the
dream-like bending of matter and physical reality and expression of
the mythic sword as a morphing, jet-black pistol of otherworldly
design. Jessie moves through the air like a superhero, her control and
behavior reminiscent of myriad third person action games of the past
decade, yet recontextualized and sensical in relation to the virtual
world.
ii
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MIKE PORETTA
THE POSSIBILITY OF DISPROPORTION
The inner logic of any work calls for determinate ways of being real-
ized, ways “controlled by nothing other than itself and brooking no
liberties" (Maritain, 2016, p. 135). It cannot be amorphously related to
potential expressive materials. The possibility of disproportion
between concept and the means of its expression is inevitable.
Contrary to the determinate ways called for by the inner logic of the
work, expressive means become intermediaries to its communication
which “distort and mutilate its message” (Maritain, 2016, p. 121).
What suits one work cannot as such suit the next since the rule of
suitability is radically singular in each case. There are good propor-
tions for a grown person and good proportions for a child, with no
conflict between term, but a man with the proportions of a child has a
body disproportionate to his form. For someone seeking to paint a
man, such disproportion, in the final analysis, signifies a failure of the
work as art. The “whole formal element of art is the regulation [the
artist’s conception] imposes on matter" (Maritain, 2016, p. 40). Dispro-
portionate expressive means are a failure by the artist to ensure this
regulation. The work becomes burdened by matter which fails to
express its constitution (and can have the opposite effect).
The way an expressive SPA can be disproportionate in video games
is well-articulated by Janet Murray, in her 2016 update to Hamlet on the
Holodeck. Games, she opines, are unique for affording players “power
over enticing and plastic materials” (Murray, 2017, p. 188): agency
within the representation. The discharge of this agency takes for
granted that representational and ludic-procedural elements of a
game-text are “well matched;” the actions a player enacts should be
adequate to convey his adopted role in the virtual world (2017, p. 188).
When player action in the virtual world is “motivated by some-
thing in the story, by an anticipation of some story event or action, and
when the response awards that anticipation in some appropriate way,
then the player experiences dramatic agency [which] should be the
goal of design for interactive narrative. The opposite of “dramatic
agency is the boredom of a cut scene that interrupts gameplay, or the
exasperation of not being offered an action you think your character would
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naturally want to perform” (Murray, 2017, p. 189). In this case, the rules
of existence and action that the player obeys are inadequate to the
content of the representation. A hypothetical protagonist is the chosen
messiah, sent by the gods to save his empire from a scourge from
beyond the stars. Yet, between each major story event, the player must
fetch jugs of milk for anonymous villagers and collect scrap in the
wilderness to progress. The author of the game-text has, in these cases,
failed to ensure the repertoire of possible performances available to the
player, and the “conditions under which things will happen in
response to [his] actions” are adequate to the “virtual world of narra-
tive possibilities” they represent (Murray, 2017, p.187). The “ludo-
narrative dissonance” identified in Bioshock (2007) by Clint Hocking,
is a classic, real-world example of this disproportion; Bioshock, he
details, encourages the use of people as things in its gameplay (by
rewarding the player for harvesting Little Sisters for resources), but
denigrates this same use in its narrative (by indicting the very ideology
behind this behavior and Rapture at large) (Schreiner, 2007).
That the player of Control spends most of his time (in the person of
Jessie) engaged in stupendous martial feats, bending physical reality
and hunting cosmic evils, then, is suitable. The propriety of the subject
matter, its ramifications or appeal are not salient to this assessment;
what matters is the way the rules of existence and action which convey
the world and subject matter are fitting and proportionate expressions
of what they convey. They are things the character would do according
to her role and individual identity within the virtual world.
So, without wading too deep into Maritain's aesthetics (and ontol-
ogy), we can borrow from him (and Wimsatt) a common-sensical
account of proportionality in artistic creation (which the intentional
and affective fallacies vitiate). If there is art, something made, then the
work is an original being different from its creator. If this new being is
a “singular and concrete thing," with a constitution all its own, it is not
amorphously related to matter and entails suitable means of expres-
sion. Proportionate expressive means enable a clear grasp of the
meaning of the work, as in the case of control. Expression of an artistic
concept by unsuitable and obstructive means yields, instead, a work
marred by disproportion. In the final analysis, this disproportion
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amounts to a failure of the artistic concept to sufficiently regulate the
matter on which it is imposed. Below, we will explore how Alan Wake
2 exhibits this disproportion to the same extent Control does the
opposite.
ALAN WAKE 2: SUPERNATURAL DETECTIVE MYSTERY
FORM
Alan Wake 2 begins with the arrival of FBI agent Saga Anderson in the
picturesque midwestern town of Bright Falls. She has been sent to
investigate a series of ritual murders by a local cult. Examining a crime
scene, Saga discovers manuscript pages from a horror novel which
describe her own investigation, arrival in town and misery yet to
come. It becomes apparent that these pages were composed by the
titular Alan Wake, a famous author vanished a decade prior, who has,
it turns out, been trapped in an alternate dimension behind Bright Falls
(the “Dark Place”). Within the Dark Place, his stories have attained the
power to reshape reality. Saga’s arrival in town appears to have been
caused by Alan. To save herself and her family, she decides to help
Alan finish his story, liberate himself from the Dark Place and defeat
his doppelganger (who lurks there).
This might be the closest we will come to “Twin Peaks: The Game”
and the Lynchian influences are pervasive. Bright Falls has been inten-
tionally designed to invoke Twin Peaks, complete with a retro diner, a
local cop duo, coffee-obsessed FBI agents, alternate dimensions and
nefarious doppelgangers. This is a high compliment. In its early hours,
Alan Wake 2 shines as a game about uncovering supernatural
mysteries in a quaint rural setting. Add to this an idiosyncratic protag-
onist who talks to herself and exhibits a supernatural proclivity for
solving cases and the stage is set for an exploration of the same themes
which Twin Peaks popularized. Radical otherness erupts into the
familiar and comforting confines of suburban regularity, while a detec-
tive, the cipher of rational subjectivity, appears to suffer its destabi-
lizing and transformative ramifications.
These themes are borne out with clarity as Saga explores down-
town Bright Falls, the surrounding woods, amusement park and
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nursing home. The domestic familiarity of the setting is ruptured by
the looming Dark Place: space and time warp, local cult murders
exhibit a bizarre ritual logic and Alan's manuscript pages, predicting
Saga's actions before she performs them, also foretell violence and
calamity.
The virtual actions devised to represent the exploration of Bright
Falls, as well as the investigation of murders, are a success. Remedy
employs a camera angle and control scheme most reminiscent of
Capcom's Resident Evil 2 (2019) and 3 (2020) remakes. The protagonist
is responsive to inputs but not inhumanly agile, can perform an
evasive maneuver, shoulder a gun, and contextually interact with the
environment. This is not a character action game with airborne
combos, nor even Dark Souls with a somersault button. The impres-
sion is conveyed by core mechanics that the player inhabits a human
being with normal physical limitations.
But these limitations are only physical. The player's modest interac-
tions with the physical world are complemented by Saga's supernat-
ural proclivity for solving murders. Alan Wake 2’s most revolutionary
translation of its core themes into playable action is Saga's “mind
place." At any time, the player can enter this room in Saga's imagina-
tion, where she maintains a visual depiction of the case on a white
board, complete with connective tissues of yarn and polaroid
photographs. To progress through the game, information discovered in
the world, pictures, names and descriptions must be deposited in
logical sequence on the case board. This unlocks the route forward in
the game's semi-open world, a clever and thematically appropriate
replacement for the key-searching central to survival-horror gameplay
Remedy appropriated here.
Saga is not simply a meticulous (and imaginative) detective. When
she finds herself at a loss for clues and cannot progress a case by
normal means, she can “profile" suspects in the mind place to, as if by
inspiration, attain what she needs. This telekinetic capacity to access
hidden information propelled Saga through the ranks of the FBI and
earned her the admiration of her peers. The player comes to suspect
this ability is ultimately rooted in Saga's role in Alan's story.
Playing detective and visiting the mind place to plot out clues, one
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MIKE PORETTA
is struck by the proportionality of these elements. In these segments, the
complex of rules for virtual action and existence, the ludic, procedural
matter of the game, is exceedingly suited to the characters, narrative
and world it conveys. Sleuthing and contemplation are actions we
“naturally think our character would want to perform” as per Murray.
Here gameplay mechanics do advance storytelling, as Lake hoped for.
This is a game about otherness suffusing regularity, about the interpen-
etration of different layers of reality; its central playable conceit is the
transition between the imagination, the physical world and their
causal interaction. This coherence is bolstered by Remedy's frequent
transition between representational mediums. Gameplay is punctuated
by live action segments performed by the same actors who lend their
countenance to in-game characters, while an original musical track
concludes each chapter. We can ascertain, as part of its “public mean-
ing,” its inner constitution as signified by its material components, that
Alan Wake 2 is a supernatural detective story with metaphysical
themes. Accordingly, exploration and investigation, as playable
actions, succeed at expressing this public meaning. We do not access
the game’s meaning in spite of them; contrarily, by these components
of the SPA allow us to perform or exact this meaning.
COMBAT: DISPROPORTIONATE TO DETECTIVE-
MYSTERY FORM
Unfortunately, Alan Wake 2 does not only feature exploration and
detective work as its exclusive playable elements. There is also combat.
Out sleuthing Bright Falls for clues, Saga will be attacked by towns-
people possessed by the Dark Place. She can respond with her
handgun as she lumbers around the battlefield in what amounts to a
near replica of combat from the Resident Evil remakes. Remedy's inno-
vation (returned from the first title) is Saga's flashlight, which she must
use to burn away the darkness encasing her pursuers before they can
be fatally shot.
In the first place, this combat is, to my estimation, materially defi-
cient. While aping the gunplay of the Resident Evil remakes, Alan
Wake 2 feels unintentionally burdensome to play. Saga controls like a
ALAN WAKE 2
113
drunk with her pistol raised, her evasive maneuver looks comical and,
worst of all, the enemies she fights are totally bland in visual and
conceptual respects. Resident Evil featured a bestiary of towering
genetic monstrosities, from titans and mind-worms to zombified
sharks. Here the player faces smoky, darkness-shrouded versions of
forgettable townspeople. After suffering these enemies, who swear and
pepper Saga with projectiles as she attempts to progress her investiga-
tion, the player will return shortly after to find they have respawned.
This ensures that hardly minutes pass without the supreme tedium of
Alan Wake 2’s combat derailing Saga’s investigation. Segments later in
the game where Alan himself becomes playable retain the essentials of
the combat, with the exception that Saga’s semi-automatic handgun is
swapped for Alan’s revolver.
Even if it were competent, this combat brutally interrupts the
contemplative and psychedelic orientation of the core loop. It is, to put
it plainly, disproportionate: a glaring instance of expressive means
which mutilate the concept they are intended to express. Playable
actions in combat are not actions we think our character would
perform, as the person she is and discharging her role in the universe.
An example will help illustrate this point. As Chapter 3 (Return:
Local Girl) opens, Saga tries to call her family after a manuscript page
suggests they have been harmed, but she cannot reach them. Towns-
people she does not recognize say they have known her for years and
offer her condolences for the death of her daughter, who she believes is
still alive. Has Alan’s story already come true? Did the story cause the
murders she came to investigate? Is Saga’s family the price of his
escape from the Dark Place? Based on scant bits of info, Saga sets out
to find Alan in a run-down trailer park on the outskirts of bright falls,
hoping to uncover an entrance to the Dark Place. She is greeted by the
management, who refer to her as a years-long tenant and direct her to
“her” trailer. Confused and frightened, she assembles what leads she
can about the ritual she will need to perform to enter the Dark Place
and seek resolution with Alan. Saga’s narrative authority begins to
break down as the player suspects she is delusional.
Night falls as Saga departs from the trailer. Suddenly, she is beset
by raving, smoky townspeople. The case, Dark Place and the themes of
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MIKE PORETTA
the game fade as combat sequences commence. Saga’s family and
Alan’s story are banished from thought as the player wrestles with
generic and tank-like third person shooting controls. After an hour or
so spent navigating the enemy-choked map and preparing the ritual,
Saga attempts to perform it, only for the player to discover that
Chapter 3 concludes with a “boss battle.” Saga is forced into a gunfight
with a duo of Bright Falls deputies who had greeted her earlier in the
game.
Here the avant-garde façade of Alan Wake 2, with its multi-media
experimentation, metaphysical themes and Twin Peaks references, falls
away completely. The player must destroy luminous globes of “dark-
ness” spotting the boss arena before being able to damage the
possessed deputies. These combat sequences are supremely generic
and discordant with the in-game universe, a glaring example of what
Wark calls gamification: the transformation “of what would otherwise
be an aesthetic moment into something functional and contrary to
indifferent contemplation” (Wark 5). These combat sequences are
material elements broken free from Alan Wake 2’s form, dangling like
loose skin. They might have appeared in any game in the last 30 years.
They have nothing to do with the themes and characters they are
assigned to convey. Instead, they obstruct the apprehension of these
themes and characters, for the purpose, apparently, of meeting popular
expectations concerning the structure and pacing of a game. Yes, it will
have guns. Certainly, there will be boss battles with toy-like puzzles
involved! No, it won’t just be walking about and sticking clues to an
imaginary wall.
The manifestly obstructive nature of disproportionate procedural
matter is evinced here. No doubt Alan Wake 2’s combat is plodding,
distracting, and unpleasant. Its chief deficiency, however, is in its
betrayal of the game’s subject matter. Like an alien excerpt inserted
into another author’s book, combat in general, and the fight with
Thorton and Mulligan in particular, stand out as discordant with the
totality to which they belong. This combat is not about the eruption of
radical otherness into familiarity. Nor is it about mystery, detectives or
the supernatural. Instead, it demands the enactment of generic same-
ness, the performance of actions which have nothing to do with Saga
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115
or Bright Falls; in fact, the “break the glowing orbs” boss mechanic also
appeared the same year in Hogwarts Legacy’s Pensieve Guardian and
Remnant 2’s Labyrinth Sentinel. The Contrast to control, where
playable behaviors are consonant with the person and nature of the
protagonist, is stark. While the player engages in three-dimensional
movement, spell casting and gunplay in Control, he enacts his role in
the virtual world as the mythic sovereign of the world tree, clad in
divine arms and freed from the laws of the physical world. In Alan
Wake 2’s combat, he disengages from the themes and meaning of the
game-text and inserts himself into a superficial and disconnected
sequence of mechanical actions with little or representative
significance.
CONCLUSION
So, the relation of Alan Wake 2’s combat to the world, events, and
broader artistic concept it is intended to represent is disproportionate.
Its formative concept and themes, centered on the invasion of the
everyday by radical otherness, are betrayed when Remedy resorts to
the most gamified and discordant playable behaviors in their commu-
nication. This disproportion amounts, in the final analysis, to a failure
on the part of the artistic form to sufficiently regulate its matter:
procedural components of the game escape the logic of its supernat-
ural mystery form, sprouting like foreign growths to obscure percep-
tion of the same. Against Control, Alan Wake 2 amounts to a regression
in the expression of ideas using play.
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X
THE SCAR OF SKY
ATMOSPHERE AND CARICATURE
XIANG KEXIN
INTRODUCTION
uan-Yuan Sword ( 轩辕剑) (Domo Studio, 1990–2020) is a
landmark Chinese historical fantasy RPG series developed by
the Taiwanese game studio Softstar Entertainment. Among its
many entries, The Scar of Sky (天之痕) (2000) stands out as the flagship
title. Set during the Sui dynasty (581–618 CE), a turbulent time
between the fall of the Chen dynasty and the rise of the Tang, the game
follows Jingchou Chen, the last prince of the fallen Chen. Despite his
peaceful nature, fate thrusts him into a quest to find ten legendary
relics to restore his nation. However, it isn’t until the game’s final
moments that he realizes that these artifacts don’t grant anyone the
power to rule the world. Instead, they must be used to repair a rift in
the sky, a gateway that allows demons from a dark planet to descend
upon the Eastern lands…
I first played The Scar of Sky as a 7-year-old girl who hated going
to school. My dad, ever the kind one, would let me skip school every
now and then. One day, he brought home the game’s installation CD
and invited me to watch him play. Before I knew it, I was playing it
myself. It’s one of my earliest memories of getting into a big PC game,
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XIANG KEXIN
As Holopainen and Stain (2015) point out, “some objects, environments, and activi-
ties prompt play more than others; there are recurrent characteristics and structures in
playfulness.” But when they dig into the concept of caricature in playful contexts, they
mostly focus on playful activities. However, the caricatured features they identify,
including “incomplete,” “exaggerated,” “awkward,” “repetitive,” “abstracted/formal-
ized/compressed,” “elaborated,” “transposed to a different context,” and “expectations
manipulated” could arguably apply to playful objects and environments as well, not just
the activities.
and I’ve lost count of how many times I’ve replayed it since. In some
way, the game has become a kind of spiritual refuge for me a place I
turn to whenever life feels overwhelming, childhood long gone, and
family far away. As a game scholar now, I sometimes ask myself why I
love the game so much. What is it about the game that keeps me going
back to it and enjoying even just wandering around in its virtual
fantasy world?
My intuitive answer is: the atmosphere.
But that raises a couple of follow-up questions: How does The Scar
of Sky create this atmosphere? What exactly is this atmosphere, or how
to properly describe it?
In this essay, I’ll address these questions through my experiences in
the game’s “Celestial Mountain Island” ( 仙⼭岛) area. (Game)
atmosphere, however, is something we all instantly resonate with, yet
struggle to put into words. To get a clearer grip on it, I’ll follow Böhme
(2016, 2021)’s well-established definition and understand it as spatially
extended affects or, in simpler terms, a shared emotional impression
of a space as shaped by its various elements. To be as concise and clear
as possible, I’ll focus on two kinds of spatial elements that have a big
impact on my emotional experiences of the Island: cultural landscapes
and player/character activities. These elements are pretty standard in
historical RPGs. But what’s really fascinating in The Scar of Sky is how
they’re abstracted, exaggerated, repeated, formalized, etc., giving the
game environment a unique feel that’s hard to ignore. For Holopainen
and Stain (2015), these “caricatured” features are more effective at
shaping a playful context compared to ordinary onesi. From my
personal experience with The Scar of Sky, I’d add that these features
shape such contexts just by creating a proper affective atmosphere for
the gameplay.
i
THE SCAR OF SKY
119
The Three Sacred Mountains are Penglai (蓬莱), Fangzhang (⽅丈), and Yingzhou (
), places often depicted as islands in the Eastern Sea, where elixirs grow and celestials
dwell. Legends say that those who reach these sacred lands and drink the medicine
brewed from the elixirs will also be granted immortality.
The Classic of Mountains and Seas is a fantastical geographical book from ancient
China. It describes various landscapes and cultural customs of ancient China and its
neighboring territories with accounts of gods, mythical creatures, legendary figures, and
supernatural events.
CARICATURES OF CULTURAL LANDSCAPES
In The Scar of Sky, the Celestial Mountain Island stands out as a place
with rich cultural significance. Modelled after the “Three Sacred
Mountains”(三仙⼭)ii from the Classic of Mountains and Seas (Shan Hai
Jing, ⼭海经) (see Birrell, 2002)iii, the Island is an integral part of the
game world where celestials reside. Also, it has strong ties to the
broader Xuan-Yuan Sword universe. The heroes of Xuan-Yuan Sword II,
Ran He and Sheng Guyue, turn out to be the very celestials living
there.
I (Jingchou) approach the Island’s ferry dock on a whaleback.
Before this, I had been wandering in the war-torn human world, where
the game environments were largely rendered in a 2.5D, quasi-realistic
style. And then everything cools down. Suddenly, I am surrounded by
these highly abstracted, ink-wash backgrounds (Image 1). The ink wash
technique is known as “xieyi” ( ) in Chinese art. It captures the
essence of a scene or object with just a few expressive, symbolic brush-
strokes, rather than obsessing over realistic details. When applied to
the Island’s rugged mountainscape, the expressive brushwork immedi-
ately communicates its cool, mysterious, and ethereal vibe perhaps a
more effective way of bringing this otherworldly space to life than any
3D high-def graphics could.
If I had to pick one spot on the Island where the use of
the xieyi technique truly stands out, it must be Mount Xiwangmu (西
王母峰) (Image 2). This mountain is said to be a sacred site governed
by Xiwangmu, a majestic goddess who sits at the top of the Daoist
pantheon. True to this background, the mountain scenes are mostly
depicted in a single ink wash (with variations in intensity), giving off a
harsh, solemn feel. But then, there are those splashes of crimson scat-
ii
iii
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XIANG KEXIN
tered around, representing peach blossoms really striking against the
grayish background. The pops of color do more than just look good. In
a very subtle way, they also tune how I feel about the place, bringing a
bit of warmth and hope just when everything else starts to feel too
heavy. And, well, when I’m in a more cautious, reflective mood, those
crimson reds start to feel a little ominous like a warning that some-
thing bloody is just around the corner (which, as it turns out, is true by
the end of the level).
Image 1: Island’s ferry dock
Image 2: The Entrance to Mount Xiwangmu
THE SCAR OF SKY
121
I’m also deeply impressed by the exaggeratedly huge – and thus often
incompletely shown images within the ink-painted backgrounds. Take
the Island map, for example there is this massive silhouette of a fish
tail, so much bigger than anything else on the map that it dominates
the northeast corner (Image 3). This is actually a representation of the
mythical sea creature, Kun (), from the Daoist text Zhuangzi ()
(see Zhuang, 2013). In the game, Kun’s belly is home to a mermaid
tribe, and it is the mermaid queen who helps Jingchou escape from the
belly of the fish and find the Island. Therefore, I actually had no idea
how big Kun was while I was in the mermaid tribe, until I step out and
see the island map – and even then, I only catch a glimpse of its tail!
A similar spot, “Jianmu” (建⽊), lies to the west of the Island (Image
4). It represents a colossal tree that stretches from the earth to the sky in
the Classic of Mountains and Seas. In the world of The Scar of Sky, this
tree marks the resting place of “Pangu” (), a central figure in the
Chinese creation myth, who famously uses an axe to separate the sky
and earth. The last task on the Island is just to borrow the axe from
Pangu. However, it’s not until I reach the tree’s crown and step onto
what feels like a gigantic face that I finally realize the massive tree
trunk? That’s Pangu’s body (Image 3).
I could easily recall how intrigued I was the first time I saw the fish
tail and treetop face. These monstrously huge body parts were like
strange little “thrills” to me as a kid, stretching my imagination of the
Island way beyond what the screen could show. It wasn’t until I took a
classic literature course at university that I finally had a word for what
they made me feel: the sublime – that sense of awe and almost discom-
fort we get when faced with something vast, mysterious, and over-
whelming in nature (Longinus, 2006). In traditional Chinese literature,
mythical figures like Pangu and Kun are indeed often described as
symbols of great natural forces. But here, interestingly, their sense of
sublime doesn’t come through words but through the visual designs in
a video game.
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XIANG KEXIN
Image 3: The silhouette of Kun (at the northeast corner)
Image 4: Pangu’s face at the treetop
But saying the Island is just a cold, distant celestial realm domi-
nated by towering deities doesn’t capture the full picture. In fact, my
experience there feels more like a peaceful, profound escape, and that’s
probably what I enjoy about its atmosphere. I’ll explain this in more
detail in the following sections. For now, just consider another location
on the Island that provides a meaningful counterbalance to its solem-
nity: “Skyward Village” ( 天外村). In various ancient Chinese myths,
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123
such celestial islands are often depicted as completely cut off from the
mortal world, with no sign of human life. However, in The Scar of Sky,
there is this Village where elements of an ancient Chinese village are
transposed into the celestial realm (Image 5). Here, spirits and celestials
live, chat, run businesses, fish, and even date. To match this vibe,
everything in the Village from the buildings to the plants is even
portrayed using the delicate “gongbi” ( ) ink painting style that
features finer details and a richer color palette than “xieyi.” This
creates a lively bustle at the center of the Island, a home-like space for
players to pause and rest. Walking through it, everything feels stable
and familiar again, a rare sensation in a world that’s otherwise unpre-
dictable! Beneath it all, it’s just a simple realization of the “human”
qualities of celestial beings and perhaps the Island itself.
Image 5: Skyward Village
What’s even more interesting is that, in one playthrough, I
happened to stumble upon a well at the corner of the Village and get
transported to this hidden scene of DOMO studio a modern-day
office with a hint of cyberpunk, decked with computers and posters
from the earlier Xuan-Yuan Sword games (Image 6). Ran and Guyue
secretly refer to the game developers in the studio as “forebears” (
) and ask for their permission before making big decisions, like
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whether to help with Jingchou’s ques and thus influence the story of
The Scar of Sky. This creates an interesting “embedded transposition”:
there is a modern-style studio tucked inside an ancient village, which
itself is part of a celestial realm. I had been really curious about the
studio’s presence in the game world before realizing it was an “Easter
egg” typical of the Xuan-Yuan Sword games. And I even spent hours
(and consulted several walkthroughs) trying to complete the task set
by Zhenghong Cai, the game’s lead designer at the studio: tracking
down the scattered members of the DOMO team across the game
world. Ultimately, this adds a whole new layer of intriguing mystery to
the Island – a mind-bending multiverse!
Image 6: DOMO studio
CARICATURES OF PLAYER/CHARACTER ACTIVITIES
The episode on Celestial Mountain Island is my favorite part of the
story of The Scar of Sky. It starts with Jingchou Chen arriving at the
Island with two companions: Xiaoxue Yu, a delicate maiden with ethe-
real white hair, later revealed to be the living incarnation of a
legendary relic known as “Nvwa Stone” (⼥娲⽯); and Yuer Tuoba, a
pampered princess from the northern Xianbei tribe. They hope to find
immortals living on the Island who can save Jingchou’s dying master
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back in the human world. But here’s the twist– Yuer, once a beauty, is
now disfigured and seriously ill. Jingchou and Xiaoxue must care for
her while navigating the mysterious Island.
A prominent caricatured feature of player/character actions on the
Island is repetition. This is especially the case as they make their way
along the Island’s outer mountain path. Due to Yuer’s grave injuries,
Jingchou and Xiaoxue have to make three camping stops. At their last
stop, the two decide to venture into the Herbal Valley overnight to
gather ingredients for a medicine to treat Yuer’s lingering fever. This
task turns out to be repetitive as well. Players need to collect seven
herbs in the valley by clicking on seven glowing spots scattered
around the Valley. After they return to camp, they find out that the first
batch brewed in a regular pot doesn’t help Yuer’s condition. So, Jing-
chou decides to brew the herbs again, this time using the “Shennong
Cauldron” ( 神农⿍), a legendary relic known for refining medicinal
herbs. That means players have to go back to the valley and collect the
seven herbs again. But even after all that, the second brew still doesn’t
work. In a moment of desperation, Xiaoxue cuts a piece of flesh from
her arm and adds it to the Cauldron, following an (albeit wild) ancient
Chinese superstition that human flesh can cure any illness. Little does
she know, though, that her flesh does carry the magical healing power,
not because of the superstition but because she is the Nvwa Stone. The
third brew thus cures Yuer’s fever.
It is surprising to recognize that this highly repetitive goal structure
three stops, two herb-collecting tasks, and three rounds of brewing
medicine does give me a complex emotional experience. Throughout
this, I often feel a mix of boredom, confusion, and exhaustion, but also
tension. As I play as Jingchou, the more effort I put into saving Yuer,
the more I become invested in her survival. But with each task
completed to no real effect, that tension and frustration only build up.
In the end, these mixed emotions really stick with me when I think
about that scene. Like, even after all these years, every time I flip
through my game album, the screenshots of that mountain path still
stand out to me so vividly and emotionally that no other scenes could
compare.
I also can’t seem to shake off the image of Xiaoxue cutting into her
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XIANG KEXIN
own arm whenever I think about the mountain path. This self-harming
behaviour feels quite exaggerated something I wouldn’t expect
Xiaoxue to do based on my real-life experience, yet there it is. It does,
however, have some dramatic effects echoing the popular cognitive
concept of “embodied simulation” (Wojciehowski & Gallese, 2011).
Actions like this often make me feel as if I’m pulled right into the char-
acter’s body, experiencing their intense actions (e.g. cutting off arm
flesh), emotions (e.g. anxiety and desperation), and sensations (e.g. the
sharp sting of pain) in a way that’s subtle but direct. In the meantime, I
also get a more visceral sense of the space around me, like, even
though the game doesn’t actually add that, the tent scene always
seems to be filtered through a “blood-red lens” every time I think
about it.
A parallel event takes place on Mount Xiwangmu, where Jingchou
and Xiaoxue attempt to pick the “pantao” ( ), a magical peach
grown by Xiwangmu on the mountain that has the power to restore
Yuer’s appearance. Just as Xiaoxue plucks the fruit from the tree, a
deity named Xingtian appears and threatens to cut off two arms from
them as punishment for taking the pantao without permission. The
characters then need to fight Xingtian, the final boss of this level,
whose attack power and health are exaggerated to an almost unbeat-
able level. (I tried multiple times and, honestly, I only managed to
defeat him by exploiting a bug. But it doesn’t really matter no matter
what I do, the story still plays out as if the characters lose.) Left with no
other choice, Jingchou and Xiaoxue decide to split the penalty equally,
with each of them losing one arm. Being a gentleman, Jingchou steps
forward before Xiaoxue, extending his arm to Xingtian…
Image 7: Xiaoxue cuts herself in the tent (left: game scene; right:
my mental image)
THE SCAR OF SKY
127
If Xingtian were to swing his axe and sever Jingchou’s arm, Mount
Xiwangmu would indeed become a place of my nightmarish gore. Yet,
at the final moment, Ran appears where Xingtian once stood.
According to Ran, Xiwangmu does allow mortals to harvest the
pantao, but those who wish to do so must first face Xingtian’s test to
prove their willingness to sacrifice for each other and take the responsi-
bility of picking it. Obviously, Jingchou and Xiaoxue have passed the
trial. This introduces another caricature element in the narrative:
manipulation of expectations. The brutally exaggerated and repetitive
elements of character behavior actually heighten my anticipation of
whether they will survive the trials, and if so, how? When the resolu-
tion finally comes, all that built-up pain, anxiety, and exhaustion lead
to a powerful sense of relief, which in turn opens up a whole new way
of experiencing the game space.
The episode ends with an idealistic note. Guyue and Ran finally
agree to rescue Jingchou’s master, and with Yuer back on her feet, she
joins Jingchou and Xiaoxue on their journey. As the three ride a whale
toward Jianmu in the glow of dusk, we have one of the most stunning
moments in The Scar of Sky. To express her deep gratitude to Jingchou
and Xiaoxue, Yuer decides to play her pipa as a vow to become their
lifelong friend; Jingchou plays his flute in return. Xiaoxue then combs
her white hair as a gesture of her commitment to this unbreakable
friendship (Image 8). A few seconds later, the screen fades to black, and
Jingchou’s only monologue in the entire game emerges: “I’ll never
forget... Yuer playing the pipa on the blue sea, and Xiaoxue combing
her silver hair under the setting sun it was the most beautiful
moment of my life.” (Image 9)
I could go on about all the elements that build the atmosphere – the
music, the setting, the dialogue... But at the heart of it should be the
formalized way in which the characters interact with each other. In
ancient China, vow-making is often a ritualistic act. As each of the
characters carries it out in a form of practice that squarely reflects their
own identity, strong, sincere emotions come through. Then Jingchou’s
monologue pops up, neatly concluding the entire scene and suggesting
a subtle shift in perspective from what’s happening in real-time to
how Jingchou remembers it, all cleaned up and polished in his mind.
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XIANG KEXIN
This further reinforces the impression that everything is so carefully
orchestrated here, and that this is the exact highlight moment
deserving your attention, calling you to pause and really invest
emotionally. In a bigger picture, this isn’t just the highlight of Jing-
chou’s life. It becomes one of the most significant views of the Island as
well. Here, the close-knit circle of the three, rather than the vast seas
and towering whaleback, takes the spotlight, sending their energy out
to affect (how we players perceive) the world around them.
Image 8: Time together on the whaleback
Image 9: Jingchou’s monologue (English translation): “I’ll never
forget... Yuer playing the pipa on the blue sea, and Xiaoxue
combing her silver hair under the setting sun – It was the most
beautiful moment of my life.”
THE SCAR OF SKY
129
AND… HOW THEY CONVERGE INTO AN
ATMOSPHERE?
So far, I’ve shared quite a bit about my personal experiences with the
Island. By “personal experience,” I should say that, in this article, it’s
indeed less about how I interact with the game environment, and more
about how I feel about it. I guess this is because I’m the kind of player
who’s more interested in appreciating and analyzing the aesthetics of a
virtual environment (if it’s really worth it) rather than exploring it
right away. And that’s probably why I’d say atmosphere is one of the
main things I love about The Scar of Sky.
Meanwhile, I should also mention that there are still plenty of other
spatial elements of Celestial Mountain Island that contribute to the
atmosphere there (e.g. the background music, enemies, and the digi-
tally generated 3D fog), but I haven’t had the chance to cover them all.
But by zooming in on the cultural landscapes and the player-character
activities on this Island and how their features are distorted, ampli-
fied, and thus caricatured I think it’s enough for me to outline a
general structure of my emotional impressions of the Island.
Basically, the structure has two layers: At first, it feels like a vast,
cold celestial realm, distant from the human world. But as you explore
more and show your good intentions, you begin to uncover its softer,
more humane core.
I could use this as my description of the Island’s overall
atmosphere and wrap up the discussion here. However, this is still a
bit vague and doesn’t fully explain what I like about it. Moreover, as I
replayed the game several times for the essay, I’ve realized the need
and potential to refine the answer further, to capture something deeper
and more concrete than just the affective experiences something that
forms the foundation of the atmosphere there.
This realization came from a particular scene of the Island episode.
In the quiet of the mountain night, Guyue recites poetry to the
moon, lamenting the chaos of the human world that contrasts with the
peace of the celestial realm (Image 10). Xiaoxue then rushes in. Before
this, Guyue has repeatedly refused their pleas to save Yuer, insisting
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XIANG KEXIN
that immortals should not interfere with human affairs. But tonight,
with Yuer’s life hanging by a thread, Xiaoxue confronts him alone.
This is a special climax of the episode. It marks the first and only
time in the game when the perspective shifts from Jingchou to
Xiaoxue. But instead of being an avatar for players to control, Xiaoxue
acts independently almost as if her drive to save Yuer has grown so
intense that she doesn’t allow me, the player, to direct her actions.
However, Guyue warns her, “If I save Yuer, she might steal the heart of
the one you love.” Xiaoxue flushes, realizing that Guyue already
knows about her feelings for Jingchou. Yet, she insists: “I like Yuer too.
I can’t let her die.” Ran then appears, carrying Jingchou who had
collapsed in the mountains while gathering herbs for Yuer. Moved by
their selfless devotion to their friend, Guyue finally agrees and delivers
the most iconic line in The Scar of Sky: “The love of humans is stronger
than the way of heaven (⼈间有情,更胜天道).” (Image 11)
Image 10: Guyue’s poem (English translation): Beyond the world,
a tranquil space, Far away from the turmoil of the human race.
My laments drift with the breeze, My gaze upon the cloudy seas.
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Image 11: The iconic line from Guyue (English Translation): “The
love of humans is stronger than the way of heaven.”
This is a rather romanticized take on human resilience in the face of
(celestials that represent) nature not just Guyue’s personal perspec-
tive, but also The Scar of Sky’s core tenet. When I see it, all my mixed
emotions about the Island find a center of gravity, and I can finally
make sense of the atmosphere there.
To make this clearer, let me get a bit academic for a moment and
bring in the concept of “yijing” () from Chinese Daoist aesthetics.
In fact, when I play the game and try to get its vibe, yijing comes to my
mind more than fenwei ( 氛围), the direct Chinese translation of
atmosphere. In many ways, yijing is indeed similar to atmosphere. The
“yi” part is about emotions, while “jing” usually refers to a scene or
context. So, yijing describes a scene that stirs deep emotions. But “yi”
also involves ideas and attitudes; and, in its ideal form, “jing” isn’t just
a limited scene but gestures towards a whole, endless universe. That’s
why yijing feels somewhat deeper than atmosphere – it’s not just about
feelings, but also about an underlying idea that holds those feelings
together. And this idea is often about a thoughtful take on (certain
aspects of) universal human experience something the artwork can’t
fully express, but only hints at.
As suggested above, The Scar of Sky is a game that draws a lot
from Daoist philosophy and mythology, so it’s no surprise that its
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atmosphere is steeped in Daoist aesthetics too. Then I can explain why
I love the feeling of simply wandering through this game space:
beyond all the emotions the Island brings up, there’s always this
deeper message that celebrates genuine connections between humans,
something that stands in stark contrast to the cold order of fate and
nature. Even this message itself carries a touch of caricature, as it over-
plays how much human sensibility can shape things despite the bigger,
uncontrollable forces out there and may thus go against the basic
Daoist thinking that encourages people to follow the rule of nature.
Yet, at the end of the day, this is just the very essence of the Island’s
atmosphere homey, forgiving, empowering. This is just something
that The Scar of Sky spoke to me, strongly, even when I was just a little
girl, tired of school days and longing for a place where my imagination
could run wild, and my heart could find some peace.
This is what makes the game my digital retreat.
REFERENCES
Birrell, A. (Trans.). (2000). The Classic of Mountains and Seas. Penguin.
Böhme, G. (2021). Atmosphere. Online Encyclopedia Philosophy of
Nature, (1).
Böhme, G., & Thibaud, J. P. (2016). The Aesthetics of Atmospheres.
Routledge.
DOMO Studio. (2000). Xuan-Yuan Sword: The Scar of Sky [Video
game]. Softstar Entertainment.
DOMO Studio. (1990-2020). Xuan-Yuan Sword series [Video game].
Softstar Entertainment.
Holopainen, J. & Stain, M. (2015). Dissecting playfulness for prac-
tical design. In S. P. Walz & S. Deterding (Ed.), The Gameful World:
Approaches, Issues, Applications (pp. 419-438). The MIT Press.
Longinus. (2006). On the Sublime (H. L. Havell, Trans.). Macmillan
& Co. https://www.gutenberg.org/files/17957/17957-h/17957-h.htm
Wojciehowski, H., & Gallese, V. (2011). How Stories Make Us Feel:
Toward an Embodied Narratology. California Italian Studies, 2(1).
Ye, L. (1998). Shuo yijing [On Yijing]. Wenyi yanjiu, 1, 17-22.
THE SCAR OF SKY
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Zhuang, Z. (2013). The complete works of Zhuangzi (B. Watson,
Trans.). Columbia University Press.
ACKNOWLEDGEMENTS
The more I experience in life, the more I realize how difficult it is to
stay true to one’s passions or even to oneself. Thankfully, I believe I
am slowly finding my way. I would like to express my gratitude to my
supervisor, Prof. Jussi Holopainen, for encouraging my interest in
game studies. His guidance has been invaluable in shaping this paper.
W
WELL, HERE WE ARE AGAIN
RECONSTRUCTING THE SCIENCE OF
WELL-PLAYED IN PORTAL 2
DANIIL KOVALENKO
INTRODUCTION
hen I shared the “For the Love of Games” call for paper
with my best friend, she said that it made no sense. She
argued that there is no point in discussing why certain
people love certain games, as it would be identical to certain people
liking the color red and not liking purple. And yet, common sense and
personal experiences suggest that some games are just better and more
likable than others. And some games become iconic, deeply influ-
encing not only players, but other game creators and industry in
general.
In this paper, I discuss one such game - Portal 2 (Valve, 2011). This
game is one of profound personal value, as it opened the world of
games, game design and internet fandom culture to me. Even though I
will be touching upon the original Portal, my focus will be mostly on
Portal 2 as I believe this game shaped the whole series and mass
perception of it.
Building on previous research and journalist publications, and
sharing my genuine love for the series, I will argue that Portal 2 is an
exceptional game from all the three perspectives of well-played. Firstly,
WELL, HERE WE ARE AGAIN
135
its balanced approach to design and narrative creates the feeling of
achievement and ‘well played!’ in players. Secondly, Portal 2 is
connected not only to other games, media and art, but also to the
fundamental story archetypes that promote players’ resonance with
the game’s plot and characters. Thirdly, Portal 2 is an example of fair
development politics, with developers caring deeply for both the
product and the community, and community reciprocating this
approach.
DISCOVERING PORTAL
Before I begin my analysis, I should outline my own relation to the
Portal game series to shed light on my position and on why the game
is so significant to me. To do that, I need to start with a different game
series, Half-Life.
I was born into a family of Half-Life fans. As a child I used to watch
my father play Half-Life 2 (Valve, 2004) and both Episodes, witnessing
the story of the franchise as it unfolded. The Half-Life series inspired
many things in my life. My dad and I used to do occasional mini-larps
set in City 17, as my hometown in Russia resembled it strikingly. I
wrote fan-fiction and made fan movies with my school friends. I even
made some online friends, thanks to the Half-Life content I posted on
the Internet. I could elaborate more on the series, and maybe it would
have been more relevant given the 20th anniversary recently celebrated
by Half-Life 2. However, the focus of this work is on Portal.
In 2007, Valve released the Orange Box, which was a revolutionary
format for the games industry. The edition contained five games. Half-
Life 2 and HL2 Episode One (Valve, 2006), that have been released
before, and then three new titles: Half-Life 2 Episode 2, Portal and
Team Fortress 2 (Valve, 2007). Each of them was destined to become
iconic in its own way. It took some time for the Orange Box to come to
Russia. By the time we bought it in around 2009, my father had already
played Episode 2. So Portal was of most interest to me in the bundle. It
was likely my first experience of playing a ‘grown-up’ game all by
myself. Before that, I only played simple puzzles and online flash
games, or watched my dad play Half-Life 2, occasionally trying it
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DANIIL KOVALENKO
myself with godmode on. Symbolically enough, Portal introduced me
to the world of PC gaming.
I have to admit, I did not like Portal at all. And I never beat it until
years later. I was 9 years old, and the puzzles were too complicated for
me. I was dead stuck on the companion cube level, until I quit the
game. The localization left a lot to be desired, too. GLaDOS’ voice was
strikingly different from the original, it was so robotic and edgy that it
made my ears bleed. Names, wordplay and puns were translated
incorrectly, distorting the original meaning of things. And on top of
that, everything in the game, not only GLaDOS, but turrets and
personality cores, spoke with her terrible voice. It was confusing at
best and unplayable at worst, so I quit and came back to the series only
years later.
Portal 2 was strikingly different for me. The aesthetic upgrade was
more than evident, the localization greatly improved, and the game
received a professional Russian voiceover. As I was older, I was finally
able to enjoy the puzzles myself. I remember how excited I was after
the first few levels, rambling to my dad about how Wheatley is helping
us fight GLaDOS, the malevolent AI.
Portal 2 quickly became my favorite game and a real obsession. If
my calculations are correct, I replayed the whole game or a major part
of it about thirteen times over the next few years. It also captivated the
minds of my friend group we were watching fan videos and making
ours, writing fanfiction and role-playing as test subjects. We were
extremely excited to learn that the Half-Life and Portal series happen
in the same universe, as it gave so much more space for creativity.
Once I spent next to all my teenage savings on a Miniature Replica
Portal Gun and a plush Companion Cube from the official Valve store.
It did not ship to Russia, so I had to also go extra lengths to get them to
my hometown. They are still among my most prized possessions that I
keep on display in my room, even after moving several times.
For all the impact that Portal 2 had on me and my life, I never
thought why I liked it that much. I did not really care, as long as I
enjoyed it. Therefore I do my current analysis not as a player, but as a
game designer and researcher, and it brings a lot of excitement and a
second breath to my love of Portal 2. Having played the game many
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137
times, I did not conduct a separate playthrough for this analysis.
Instead, I engaged myself with the academic, game journalist and fan
works on Portal 2, hoping that my close reading will build bridges
between different analysis aspects that have been highlighted previ-
ously by other authors and content makers. In the next sections, I look
at Portal 2 from the three ‘well-played’ perspectives, that align with
different parts of the game experience: game mechanics, story and
characters, and developer and community practices.
WELL PLAYED! HOW PORTAL 2 CREATES THE
FEELING OF ACCOMPLISHMENT
Portal 2 is, no doubt, a great game and hence it is very hard to analyze.
Academic discussion often revolves around criticism and suggestions
for improvement, but in the case of Portal 2 there is not much to
improve. Therefore, this part of the analysis might look like stating the
obvious, but sometimes obvious things must be said to foster a
profound understanding of the matter.
In Portal 2, the only tool players have permanently is a portal gun.
It can create two portals connected to each other, regardless of the
distance. But the level design makes the game rather complex. New
mechanics are introduced every now and then to provide diverse chal-
lenges to the player. Levels’ aesthetics also change as players explore
different parts of the Aperture Science laboratories. A significant part
of the game happens outside of test chambers as players roam around
abandoned facilities that can be traversed only through solving more
portal puzzles. Level intermissions are story-heavy and introduce
game plot, most of the character dialogue and backstory. This structure
perfectly maintains player agency and engagement, creating the state
of flow. But to understand it better, some individual features need to be
discussed.
The first solution is common for both Half-Life and Portal series,
and it concerns difficulty progression. Both series offer new mechanics
after certain periods of time, while also deepening the interactions
with the old ones, which can be seen as a hybrid model of difficulty
progression (Adams, Dormans, 2012). In Portal 2, this is reflected in
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DANIIL KOVALENKO
increasing complexity of spatial puzzles throughout the game, accom-
panied by introducing new features. The first game levels only feature
buttons and cubes, then lasers are introduced with special reflective
cubes, then turrets, then each of the gels etc. The final levels of the
game can contain all the elements from previous levels, intertwined
into complex spatial puzzles. This way of introducing mechanics
ensures two things. Firstly, it is an efficient formula of creating and
maintaining player flow : introducing new challenges that build on
previous ones allows to create the balance of difficulty and player skill
that is essential for stimulating this state (Jin, S. A. A. 2012). Secondly,
not leaving old mechanics out creates a feeling of progress in players,
reminding them of their past accomplishments.
I argue that the level-intermission-level structure also contributes to
player flow. On one hand, story intermissions serve as a space for
relaxing, as puzzles in-between levels are rather simple. On the other
hand, it still provides a mental challenge of a different kind, i.e.
listening to characters and understanding the story. So, if a formula of
a successful level is 80% puzzles and 20% listening to a ‘narrator’s’
comments, in the level intermissions it is vice versa. This shifting of
player’s attention while still maintaining a mechanically consistent
experience is optimal for giving the feeling of agency while also
providing players with a space for mental rest.
Another feature of level intermissions in Portal is that they are
humorous in nature. As Grewell, McAllister, and Ruggill (2015) argued
in their paper, narrative ridicule is an essential mechanic in the Portal
game series. The comments of the ‘narrators’, such as GLaDOS
jokingly insult the player, aiming at their abilities, personality or even
self-worth. On one hand, they set the tone for the challenge and
increase player engagement; on the other hand, they make puzzle
completion more rewarding through a humorous release: you’ve beat
the challenge, you’ve proved your worth! Therefore the comments in
the game intermissions are not only fun, but also serve a crucial game
design purpose.
Apart from the general structure of the game and its balance, the
content of the levels is also of interest. Firstly, the puzzles themselves
were intentionally created to stimulate player insight, the ‘aha!’-expe-
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139
rience. From the earliest developer comments, we know that this was
a consistent design policy (Stuart, 2010). I believe it effectively
mirrors the general attitude of the game itself that values player fun
more than abstract intellectual puzzle complexity. The ‘aha!’-
moment, when you are able to put the puzzle pieces together and
beat the level in no time, is precisely when the game tells you: “Well-
played!”.
Secondly, the selection of mechanics deserves a closer lookt. There
were supposed to be more mechanics in the final game, for example
reflective and adhesive gels (Valve Cut Content Wiki, n.d.). However
they were removed, and each removal had good reasoning. Adhesive
gel, for example, gave players motion sickness, and reflective gel was
too similar to reflective cubes. Some mechanics were re-worked: the
High Energy Pellet from Portal was changed to lasers in Portal 2. The
pellets were a time-based mechanic requiring both patience and agility
from players - something I, for example, did not have when I first
played the game. Removing them alleviated such skill pressure. And
how delighted I was to see the hated pellet dispenser be replaced by a
laser!
So far, I have been putting emphasis on the structured part of the
game experience, the challenges that players overcome. However it is
not the only way to see the game. According to Caillois (1961), we can
distinguish between Ludus, the structured, rule-based and goal-
oriented gameplay, and Paidia - the fun, spontaneous, creative play.
One might expect that Portal 2, as a puzzle game, would focus exclu-
sively on Ludus, occasionally flavoring it with some playful narrative
lines. However it has plenty of space for Paidia as well.
Puzzle levels in the game are not only spaces with linear progres-
sion. They provide vast sandbox opportunities, limited only by the
game’s physics. Can I create an infinite laser if I adjust two portals just
right? How long can I fall down in a portal loop? What happens if I
throw myself into a screen broadcasting Wheatley? The game encour-
ages playful exploration. Early levels are filled with irrelevant puzzle
pieces, secret passages and just garbage lying around, all at their play-
ers’ disposal. And smashing Wheatley’s screens will be rewarded with
always new sarcastic voice lines. Those small things ignite the explo-
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DANIIL KOVALENKO
ration drive and playfulness, bringing a whole other way of
enjoyment.
Summarizing, from the game design point of view, Portal 2 is a
very carefully balanced game in all ways: Ludus and Paidia, chal-
lenging puzzles and relaxing intermissions, intellectual complexity and
ridicule. Those smaller balances all contribute to the optimal player
experiences of agency, competency and flow, creating a sense of accom-
plishment and ‘well-played!’.
WELL PLAYED! HOW PORTAL 2 CONNECTS TO A
BROADER CULTURAL CONTEXT
In the second part of this reading, I will look at Portal 2 through
another ‘well-played’ lens to see how it connects to a broader cultural
context. Game mechanics were quite innovative for the time, so I will
focus mostly on the narrative aspect.
The first and the most obvious connection of Portal 2 to the Half-
Life series, as the games build explicit bridges to each other. In the end
of HL2 Episode 2, we see the recordings of Borealis, with the logo of
Aperture Science on it. In Portal, GLaDOS makes comments about the
world outside, most probably talking about the Combine alien inva-
sion from Half-Life. Things have changed since the last time you left the
building. What's going on out there will make you wish you were back in
here”, she says. "All I know is I'm the only thing standing between us and
them. Well, I was." Portal 2 deepens the connections between the two
games by introducing us to the history of Aperture Science. From Cave
Johnson we learn about his competition with Black Mesa for influence
and funding. But more importantly - and I remember being excited
beyond limit by that - in Portal 2, players can find an abandoned dock
for the legendary Borealis, thus physically linking the game universes.
As for references to other contemporary culture pieces, most of them
were cut out from Portal 2 during the development. For example, game
script writers hated Garfield comics, so they created a comic where a cat
named Dorfeldt eats his owner’s lasagna and dies of neurotoxin
poisoning (DidYouKnowGaming, 2022). The only hint to that in the game
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141
is the ‘I hate Mondays mug found in one of the Aperture Science offices.
The famous Space Core was originally an Aquarium Core, referencing
the Oregon Coast Aquarium commercial (ibid; DIYMaxim, 2008). Except
for these few, Portal games do not incorporate pop-culture elements.
Instead, they are famous for making their own: cake is a lie, the Space
Core, ‘when life gives you lemons, make lemon grenades!’ All these
received much appreciation and became an integral part of mass culture.
Aside from contemporary culture, Portal 2 has a lot of connections
to mythological stories. The game makes explicit references to the
myth of Prometheus, which have been actively discussed in the
community (Joe_McNeilly, 2011). For example, the defective Oracle
Turret says Prometheus was punished by the gods for giving the gift of
knowledge to man. He was cast to the bowels of the Earth and pecked by
birds”, foreshadowing players’ descent in the old Aperture facilities.
Then GLaDOS, like Prometheus himself, gets pecked by a bird after
being turned into a potato and thrown to the bowels of Aperture
Science. There has been a lot of speculation about what that could
mean: how GLaDOS, like Prometheus, brought the gift of knowledge,
i.e. science, to mankind, and was punished after that (nobody25864,
2011). However this comparison has always been far-fetched to my
taste.
Joe_McNeilly (2011), in the article ‘Gender, myth, and capitalism: An
academic view of Portal 2’ elaborates deeper on the game’s mythological
symbolism. They suggest that the bird as a symbol can also refer to
Norse mythology and Odin’s ravens Hugin and Munin (whose names
mean thought and will), symbolizing the duality of GLaDOS herself.
And the moon, in its connection to portals, symbolizes the feminine in
its transitional qualities and its struggle against masculine - as moon
rocks deadly poison Cave Johnson.
This proves Portal 2’s profound embeddedness in modern culture,
mythology and archetypes. Together with amazing humor, that I have
to leave behind the scope of the analysis, this already makes the game
story iconic. However, I would like to go further and argue that the
story in Portal 2 has a deeper potential to resonate with other cultural
pieces through universal story archetypes. But before that, a funda-
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DANIIL KOVALENKO
mental question needs to be answered. Who is the true protagonist of
Portal 2?
Portal has quite a straightforward plot. It is a story of a test subject
trying to escape the laboratory operated by a murderous and charis-
matic AI. Portal 2, however, tricks players, creating an elaborate illu-
sion of narrative agency. The story develops by the means of the
player's actions, but neither the protagonist, nor the player, make deci-
sions or change the story. The plot of Portal is set in motion by Chell
trying to escape death in a test chamber. The plot of Portal 2 is moved
by Wheatley, first as a guide, then as a villain. Chell is the only human
in the lab, thus her help is needed to manually interfere with the facil-
ity. But the course of the story is determined by other characters and
their dynamics. So even though Chell is the game protagonist, she is
not a story protagonist.
I argue that changing the perspective on the protagonist unravels
the story’s true potential. And the perspective needs to be changed to
GLaDOS. One could surely call this view arbitrary, but the criterion I
use to make such a claim is that the story makes most sense from this
perspective.
Let’s look at the plot summary from Chell’s point of view. She
awakes from slumber and tries to escape Aperture Science with a
really stupid companion, Wheatley, who accidentally revives GLaDOS,
her nemesis. Chell confronts GLaDOS, and puts Wheatley in charge
only to be betrayed by him and thrown down to the old facilities.
There she tries to escape, eventually finding GLaDOS turned into a
potato, and takes her back up. Confronting Wheatley and saving the
laboratory from destruction under his poor management, she restores
GLaDOS back in charge and is finally let go by her. This story presen-
tation reveals several flaws, the main being that Chell does not grow
throughout the story. In Portal, she makes her way from a nameless
test subject to a free spirit fighting for her life. But in Portal 2, she stays
pretty much the same. The reason for such a dynamic is that Chell’s
role is secondary.
Instead, Portal 2 is the story of GLaDOS, and it is her journey and
transformation that resonate with players. To prove that, I shall refer to
the Hero’s Journey framework (Campbell, 2008). Even though it has
WELL, HERE WE ARE AGAIN
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been relegated to a check-list for creating a coherent story, Campbell’s
original argument was that monomyth is a fundamental and universal
way of structuring a story of human transformation. Therefore,
proving that a story follows the structure of a monomyth is not only a
way to say that it is a good story. Being structured as a monomyth is a
way to directly connect to millions of other narratives deeply rooted in
many cultures.
The story starts when GLaDOS gets awakened by Wheatley, calling
her to adventure and change. She refuses the call and goes back to her
regular life of conducting tests and rebuilding the lab. She then tries to
kill Chell, but discovers that she has been deprived of her murder
instruments: neurotoxin and turrets. Quite unusual, but I consider it
another call to adventure, the world-changer that cannot be ignored.
She loses the fight and gets turned into a potato, losing her powers.
This symbolizes her rebirth and the start of the journey. She ventures
down to the old Aperture facilities and meets Chell, who is now the
only person who can help her, the Goddess providing guidance (con-
sider the aforementioned portal-moon-feminine symbolism). GLaDOS
then discovers Caroline, her old self filling her with doubts, and
confronts the Father figure - Cave Johnson, by whose will she literally
came to life.
This aspect of the story is particularly dramatic. GLaDOS not only
confronts her ‘Father’, but she learns that her existence was something
she did not volunteer for. Now she'll argue. She'll say she can't. She's
modest like that. But you make her. Hell, put her in my computer. I don't
care." says Cave Johnson. Surprisingly, this has not been spoken much
about, but GLaDOS’s story is one of violence perpetrated against her.
Caroline was sacrificed against her will to become GLaDOS. Therefore,
GLaDOS making this discovery means confronting her past and her
trauma, but also her true, untraumatized self in Caroline.
Having accepted this boon of knowledge, she then comes back to
her ordinary word of upper Aperture Science levels. She defeats
Wheatley with the help of Chell, gets restored in power, crossing the
symbolic threshold and ending her adventure. The final scene of the
game also deserves attention. From the perspective of Hero’s Journey,
GLaDOS should have accepted the boon, i.e. Caroline, and changed
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DANIIL KOVALENKO
her ways. However she chooses to permanently delete Caroline, as if
nullifying her journey. This certainly subverts player’s expectations.
But it can also be seen as a powerful metaphor of letting go of the past,
killing a part of yourself to achieve freedom. We, as humans, cannot
just delete traumatized parts of us, but GLaDOS can, and it is certainly
a way to deal with it. Releasing her trauma, she then releases Chell,
letting go of hatred for her as she let go of hatred for herself.
This way to read the narrative of Portal 2 evokes emotions,
resonating with players through the universal structure of a mono-
myth. It also fits quite accurately in the fundamental story archetypes
of rebirth and ‘voyage and return’ (Booker, 2004). They both capture
the essence of the story, proving again its potential to be deeply
resonating and even culturally universal.
Before moving to the next section, I need to discuss the role of local-
ization in shaping my view of the plot. Unlike Portal, Portal 2 got an
excellent Russian voice-over. Wheatley’s localization perfectly deliv-
ered the character. GLaDOS’s lines, on the other hand, saved brand
sarcasm and irony, but sounded differently. While the original
GLaDOS by Ellen McLain savors her own mockery, Russian GLaDOS
by Elena Kharitonova sounds like a robot who is trying to do so, but
can never quite succeed, as she is incapable of emotions (StopGameRu,
2018). In my opinion, this detail is crucial for a shift in perception: the
original GLaDOS is a human in a robot body, discovering her own
past. The GLaDOS I always knew is a robot who discovers her human-
ness and trauma that created her, making it so much harder to deal
with, and ultimately explaining her final choice to stay a robot.
So Portal 2 is not just a ridiculous story of two AIs fighting for
power with the help of a mute (and allegedly lunatic) woman. It is also
a story of trauma, discovering yourself and letting go of the hatred that
binds you. It is a story rich with rich mythological references, aligned
with universal archetypes. And that makes the plot so ‘well-read’, and
the game so ‘well-played’.
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WELL-PLAYED! ETHICS OF DEVELOPMENT,
COMMUNITY AND PLAY IN PORTAL 2
The last of the analytical lenses I use for this analysis concerns ethical
aspects of the game. There is not much to say about the single-player
mode in this regard. The multiplayer in Portal 2, on the other hand,
was designed to promote players tricking each other for fun (Keighley,
2011), even if having your friend smashed by a spike plate might not
be the most ethical thing to do.
However, the ethical dimension is still important for Portal 2,
though its essence lies not in the game, but in the developer and
community practices. To elaborate on this, I will rely on the Ethics of
Care framework, which suggests that ethical decisions are those of care
towards other people (Murphy, Zagal, 2013).
Starting with the developers’ attitude towards players, the most
evident example of care is how much playtesting mattered in shaping
the game. If the development followed exclusively the creative vision,
the game would have never become the one we know today - from the
point that it was not supposed to feature portals at all. In the early
stages, the core mechanic of Portal 2 was ‘F-stop’, comprising taking
pictures of objects. The story was supposed to be set in the 1980s and
featured Cave Johnson as the main antagonist. However, based on the
input of early playesters, portals, Chell and GLaDOS were all returned
to the game (Leigh, 2011).
Many smaller examples of design decisions in Portal 2 were shaped
by player feedback: replacing the Adhesive gel with Conversion gel,
making robot characters for the cooperative campaign, etc. But the
most important role of player feedback was ensuring the balance of
difficulty and fun in each test chamber (Reeves, 2010) - an essential
feature of Portal 2, as argued above. So Portal 2 from the very start was
a player-oriented game, with developers approaching each feature
with great care.
Another example of developer care towards players is that we have
not seen Portal 3, Portal 4 and all other possible Portal games that
could have been released if Valve adapted the annualization business
strategy. After Portal 2, they consciously redirected their efforts to their
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DANIIL KOVALENKO
multiplayer games, rejecting making new single-player games every
year (Keighley, 2011). This might be a controversial point of view, as
some players value consistent releases, but I believe that prioritizing
innovation and quality over consistency is a way to care for players
and their experiences.
Developer approaches are not the only example of ethical behav-
iors, as community practices are equally important. It is hard for me to
judge Portal 2 community dynamics back in the early 2010s, as I was
rather small at the time. However the fandom always seemed huge to
me, and I believe it truly was. The community gave birth to amazing
fan creations, not limited to art and fan fiction. The Portal and Half-
Life series promoted the fandom wiki movement, as they were one of
the first fandom wikis after the Elder Scrolls and the World of Warcraft
(Combine OverWiki, n.d.). Apart from that, Portal 2 inspired the
creation of likely the first game-based music animations, setting the
trend later adapted by many creators we know now. Harry101UK’s
Portal-themed covers of songs from Nightmare Before Christmas, such
as This is Apertureand Making Science(Harry101UK, 2012, 2013) got
millions of views and are deeply rooted in the memories of game series
fans. Up to date, Portal-inspired creations appear, including the latest
song Valve Song: Count to Three by The Chalkeaters that featured
GLaDOS voice actor Ellen McLain herself (The Chalkeaters, 2021). This
collaboration is an amazing example of community dedication to the
game, and game creators’ dedication to the community.
However, the ultimate form of players caring for each other and the
game is the variety of fan mods created for Portal 2 over the years.
They explore various facets of the game both narratively and ludically.
Aperture Tag: The Paint Gun Testing Initiative (Aperture Tag Team, 2014)
brings back the paint gun mechanic. It was first introduced in a smaller
project that initially inspired the gel mechanic in Portal 2. Portal Stories:
Mel (Prism Studios, 2015) explores the events preceding the game and
re-introduces Mel, the original protagonist of Portal 2 (Keighley, 2011).
Portal: Revolution (Second Face Software, 2024), features the mechanics
originally not included in Portal 2, such as Pneumatic Diversity Vents
and connected laser cubes. Despite the differences, most of the mods
‘play by the rules’ of a good Valve game: they build up progression,
WELL, HERE WE ARE AGAIN
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introduce new mechanics, allow for playfulness and balance gameplay
with narrative, often ridiculous. Through those mods, the legacy of
Portal games lives on, providing players with new quality content
made with consideration and care. So that even after many years fans
of the series can return to their favourite ‘well-played’ game
experience.
THE FINAL WORDS
Analyzing Portal 2 through this essay taught me a valuable lesson. I
thought it was just a good game I played as a child, but all along it was
the game that meant much more to me. The surge of emotion that shot
through me as I reminisced about it, delving into fan creations, acad-
emic and game journalist sources and finally my own memories,
taught me an even more valuable lesson that Portal 2 is an integral
part of both my personality and my professional self. And I would
never want to delete itt.
Acknowledging it just now taught me a valuable lesson. The best
solution to a problem is usually the easiest one. And I'll be honest
making good games is hard. You know what my days are like? I just
design. Nobody tells me how to better manage my project, or what
features to add, or where to find good developers. It’s a pretty tough
life. And then I think about Portal 2. This inspiring masterpiece of a
game. So you know what? I should use it as a standard for creating an
outstanding game of my own.
It's been fun. Maybe I should come back to this essay every now
and then.
LIST OF REFERENCES
Adams, E., & Dormans, J. (2012). Game mechanics: Advanced game
design. New Riders.
Aperture Tag Team, (2014). Aperture Tag: The Paint Gun Testing
Initiative. [Videogame]. Aperture Tag Team.
Booker, C. (2004). The seven basic plots: Why we tell stories.
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Caillois, R. (1961). Man, play, and games (M. Barash, Trans.).
University of Illinois Press.
Campbell, J. (2008). The hero with a thousand faces (3rd ed.). New
World Library. (Original work published 1949)
Combine OverWiki, (n.d.). Combine OverWiki: The original Half-
Life wiki and Portal wiki. Retrieved December 21, 2024, from https://
combineoverwiki.net/wiki/Main_Page
DidYouKnowGaming, (2022, Oct 30). Portal 2's Cut Content (Exclu-
sive) [Video]. YouTube. https://www.youtube.com/watch?v=7c1UQr
WVcME
DIYMaxim, (2008). Oregon Coast Aquarium commercial. [Video].
YouTube. https://www.youtube.com/watch?v=JpFNKyeckZc
Grewell, G., McAllister, K. S., & Ruggill, J. E. (2015). “You really do
have brain-damage, don’t you?”: Ridicule as game mechanic in the
Portal-series. In T. Hensel, B. Neitzel, & R. F. Nohr (Eds.), “The cake is
a lie!” Polyperspektivische Betrachtungen des Computerspiels am
Beispiel von Portal (pp. 323–348). Münster: LIT Verlag. https://doi.
org/10.25969/mediarep/15011
Harry101UK, (2012, Jan 27). Portal - This Is Aperture [Video].
YouTube. https://www.youtube.com/watch?v=JZIVmKOdrBk
Harry101UK, (2013, Apr 18). Portal - Making Science [Video].
YouTube. https://www.youtube.com/watch?v=HDAFivGsKX4&t=0s
Jin, S. A. A. (2012). Toward integrative models of flow: Effects of
performance, skill, challenge, playfulness, and presence on flow in
video games. Journal of Broadcasting & Electronic Media, 56(2), 169-
186.
Joe_McNeilly. (2011, May 26). Gender, myth, and capitalism: An
academic view of Portal 2. GamesRadar+. Retrieved November 23,
2024, from https://www.gamesradar.com/gender-myth-and-capital
ism-an-academic-view-of-portal-2/
Keighley, G. (2011). Portal 2 - The Final Hours. Geoff Keighley.
Leigh, A. (2011, May 6). Valve's Wolpaw offers behind-the-scenes
peek into Portal 2. Game Developer. Retrieved December 17 from
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offers-behind-the-scenes-peek-into-i-portal-2-i-
Murphy, J., & Zagal, J. (2013). Videogames and the Ethics of Care.
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In Design, utilization, and analysis of simulations and game-based
educational worlds (pp. 193-205). IGI Global.
nobody25864, (2011). Just in case you haven't seen it already, this
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Portal/comments/of10w/just_in_case_you_havent_seen_it_al
ready_this/
Prism Studios, (2015). Aperture Tag: The Paint Gun Testing Initia-
tive [Videogame]. Prism Studios.
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making-a-test-chamber.aspx
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W
FINAL FANTASY AND ISLAMIC
COSMOLOGY AND ARAB
CULTURE
AMARAH ALGHADBAN
hen looking at the Final Fantasy Anthology Series, we
think of its vast legacy as some of the most iconic
Japanese Role Playing Games in Video Game Culture.
Many players also began to think about some of their favorite Final
Fantasy games or their first Final Fantasy game, with many people of
the PlayStation 2 generation being Final Fantasy X or those a little
older with Final Fantasy VII. Regardless, one can recall their first Final
Fantasy game and its impact on them.
However, what impacted me as a player of Final Fantasy X was not
only the interesting plot and in-depth characters but also when we first
met the Al Bhed and the language they were speaking. Their language
is almost bastardized Arabic, especially when Rikku states what an Al
Bhed is. Any Arabic speaker knows that Al is Arabic for The, and Bhed
is a bastardization of the word Bedouin. As an Arabic speaker, by
putting the two together, you get the word “Bedouin, " a type of
nomadic people traveling around the deserts of West Asia and North
Africa. The Al Bhed have their language, as the majority of people in
Spira read and write what we know as the Spiran script. There is a
major side quest in the entire game on how you can learn the Al Bhed
Language, as the language is not mainstream. Along with the constant
FINAL FANTASY AND ISLAMIC COSMOLOGY AND ARAB CUL
151
Amnesty International. Over 300 Palestinian-Bedouin face forced evictions following
mass home demolitions in Negev/Naqab. May 9th, 2024.
Squaresoft. Final Fantasy X. Square Enix. Playstation. 2001.
use of Al, an example shows a similarity in Arabic, how the English
letter for, translates to the Al Bhed A, which is reminiscent of how the
Arabic letters أ and ي can make both A and Y sounds. Another example
is that the English B is the letter P in Al Bhed, which is the opposite in
Arabic, with the English P translating to the Arabic letter B. Though
they have blonde hair and blue eyes, it’s important to note that people
from the Levant, especially the Levantine Bedouins, have very similar
traits to the Al Bhed of the area. But what is also similar is the fact that
the Al Bhed are ostracized by society for not following Yevon(histori-
cally Bedouins are Muslims) and for being nomadic, and having their
advancements in society. Palestinian Bedouins like the Al Bhed are
constantly fighting for their own home, as they are the most vulnerable
Palestinians they’re likely to face home demolitions and evictions from
Israeli authoritiesi. Rikku explains when the player is on Bikanel Island
that her father, Cid(a nickname for the Arabic name, Sayid) can bring
all the Al Bhed together and create a Home, a haven in the desert where
the Al Bhed can practice their culture freely and safely without the fear
of being attacked by Yevon and its followersii. This parallels Pales-
tinian Bedouins who, on the other hand, just want to practice their
culture freely and safely, without the fear of the Israeli military or
violent settlers coming to attack them. The Al Bhed are just people who
want to live and survive in Spira. Even though they experience
constant discrimination and hate crimes, they are still persevering, and
by the sequel game, they are accepted into Spira society.
While the game was released in early 2001 in Japan and late 2001 in
the United States market, it is possible that world politics inspired the
developers during the time. The Gulf War took place during 1990-1991,
which was when Iraq invaded Kuwait. Then, there was a major event
that was really going to change politics in that region with the signing
of the Oslo Accords. The Oslo Accords are based on the 1978 Camp
David Accords, in regards to creating “peace in the Middle East” for
Israelis and Palestinians. In 1993, the Oslo Accords were signed at the
i
ii
152
AMARAH ALGHADBAN
Laila Lalami. Arab-Bashing for Fun and Profit. Los Angeles Times. July 28, 1997.
Mazin B. Qumsiyeh. 100 Years of Anti-Arab and Anti-Muslim Stereotyping. The
Prism. January 1998.
White House, and many people saw this as a major step forward for
peace in the region. But in reality, Palestinian freedom is going to
worsen, with Palestinian scholars like Edward Saïd arguing against
Oslo, which will eventually lead to the Second Intifada, which will
break out in 2000. Even before the post-9/11 era, in the 1990s, Arabs
and Muslims were portrayed negatively, that is, in a racist way. After
9/11 and the invasions of Iraq and Afghanistan, these stereotypes got
worse. Men are portrayed as terrorists or dumb rich brutes, and
women are portrayed in a sexualized manner for the white male gaze.
Moroccan writer Laila Lalami says “The villains must all have
beards….they must all wear keffiyehs, they must have names like Ali,
Abdul, or Mustapha…[they] threaten to blow something up…”iii
Palestinian-American scholar Mazin Qumsiyeh calls this phenomenon
the “Three big Bs, bombers, bellydancers, and billionaires…Thomas
Edison made a short film in 1897 for his patented Kinetoscope in which
"Arab" women with enticing clothes dance to seduce a male audience.
The short clip was called Fatima Dances. The trend shifted over the
years and was dominated by the "billionaires" for a short while, espe-
cially during the oil crises of the seventies. However, in the last 30
years, the predominant stereotype by far has been "Arab bombers.”iv
As someone growing up in a post-9/11 America, Rikku was a breath of
fresh air. Someone who cared and was proud of her Al Bhed heritage.
Someone who wasn’t your stereotypical sexualized Arab woman or
portrayed as a war criminal. She is portrayed as a funny, multidimen-
sional character who wants to protect her cousin and break the stereo-
types the people of Spira have spread about them. By the game's
turning point, after the party attains the Bahamut summon, Rikku can
help Wakka realize how wrong he was about the Al Bhed, and by the
end of the game, he doesn’t care if she’s Al Bhed anymore because
she’s just Rikku. The developers were able to put so much into Rikku
and how much of a complex character she is, which shows that Arabs
iii
iv
FINAL FANTASY AND ISLAMIC COSMOLOGY AND ARAB CU
153
Quran. 27:39.
are not 2D caricatures. That she is a person with thoughts, feelings, and
hopes just as much as the other characters in the game.
Moving on from the Al Bhed in Final Fantasy X, the game also sees
examples of Islamic cosmology not just in Final Fantasy X but the
recurring Final Fantasy games. The name Ifrit, which is a recurring fire
elemental summon that players get, has Islamic cosmology origins.
Ifrit is a jinn of fire in Islam and appears in the Quran and Islamic
hadith, specifically in Surah an-Naml. “One mighty jinn[arafeett]
responded, “I can bring it to you before you rise from this council of
yours. And I am quite strong and trustworthy for this ˹task˺.”v In this
Quranic verse, the Arabic word used to describe the jinn is Ifrit or
Arafeet, which is the strongest of the jinns that are given to Solomon
by God. In the Final Fantasy series, Ifrit is your fire elemental summon,
which is recurring so that the player can achieve to help in battles, like
how Ifrit helped Solomon.
Screenshot of Ifrit summon from Final Fantasy VII Rebirth. Taken
by author. Final Fantasy VII Rebirth. Square-Enix. 2024.
v
154
AMARAH ALGHADBAN
Edward William Lane. Arabian Society in the Middle Ages 2008.
Ifrit the Jinn of Fire giving Hamza a chest. Epic of Hamza. Online
collection of the Brooklyn Museum.
Another prominent summon that is recurring in the Final Fantasy
series and appears in Islamic cosmography is the summon of Bahamut.
Bahamut is usually portrayed as a dragon in the Final Fantasy games,
but in Islamic cosmography Bahamut is a beast who is said to help
support the structure of the earth, and believe it or not is with another
recurring Final Fantasy summon, Kujata, or in Islamic cosmology
Kuyutha who stands on Bahamut, which both these great beasts work
together to support the structure of the earthvi.
Screenshot of Bahamut Arisen summon from Final Fantasy VII
Rebirth. Taken by the author. Final Fantasy VII Rebirth. Square-
Enix. 2024.
vi
FINAL FANTASY AND ISLAMIC COSMOLOGY AND ARAB CU
155
Screenshot of Kujata summon from Final Fantasy VII Rebirth.
Taken by the author. Final Fantasy VII Rebirth. Square-Enix. 2024.
These two are some of the strongest summons in the Final Fantasy
games, given that they play major roles in Islamic cosmology
regarding holding the earth and the balance of the world.
156
AMARAH ALGHADBAN
The bottom creature is Bahamut, with Kuyata on top of it. Surüri's
Turkish translation of al-Qazwini. Topkapi Palace Museum,
Istanbul, MSSA A 3632, folio 131a
The next West Asian or Arab culture connection in Final Fantasy
games is in Final Fantasy XII with the main characters of Vaan, Penelo,
and Ashelia and the location of Dalmasca. Dalmasca is a bastardization
of the term Damascus, the city in Syria, with many references to
medieval West Asia as creators took inspiration. “Are there any other
influences outside of Turkey? Kamikokuryou: Outside of Turkey,
FINAL FANTASY AND ISLAMIC COSMOLOGY AND ARAB CU
157
IGN Staff. Final Fantasy XII Q & A. November 20th, 2003.
Wesley LaBlanc. How To Build A New Final Fantasy: An Interview With Creative
Business Unit III. Game Informer. June 6th, 2023.
Matsuno mentioned the entire Mediterranean region yesterday….”vii
With the creators confirming the inspiration of the Levant being for
regions in the game, it is clear that the city of Rabanastre and Dalmasca
proves this. Like Levantines, Ashelia, Vaan, and Penelo may look
different than the usual Arabs because of their indigenous heritage and
connection to the region. We also see more inspiration from the region
in the clothing the characters wear, and outside of Rabanastre’s
city(which reminds one of Damascas’s old city or the Old City of
Jerusalem) is their desert regions, which many people know that the
Levantine has small desert regions.
The latest game that takes inspiration from the region and culture is
the newest installment of the Final Fantasy series, Final Fantasy XVI.
The game, though medieval-inspired like XII, has an entire region, the
Dhalmekia Republic, inspired by West Asiaviii. It’s clear when the
player visits the Dhalmekia Republic and Kanver that there are clear
inspirations from the West Asian region in both contemporary and
medieval methods. The Palace for Hugo Kupka, Castle Dazbog, is very
reminiscent of the palaces that are in the regions that the developers
had been inspired by.
Screenshot of Castle Dazbog from Final Fantasy XVI. Taken by the
author. Final Fantasy XVI. Square-Enix.
vii
viii
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AMARAH ALGHADBAN
Süleimaniyaa Takiyya Mosque in Damascus, Syria. Taken by
Bernard Gagnon on March 31st, 2010.
Hugo’s castle and all of Dhalmekia are very reminiscent of West
Asia. Castle Dazbog is where the developers brought detail by giving
where the heart of the crystal resides in the palace a murqna. Murqnas
in Islamic architecture is a vaulting structure with geometric designs,
that give a bit of a “honeycomb” design that dates back as early as the
11th century. They’re detailed and beautiful and help make Islamic
architecture unique.
Screenshot of the interior dome of and murqna inspired design of
Castle Dazbog. Taken by author. Final Fantasy XVI. Square-Enix.
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Ceiling of Aminddole Carvansari, in Kashran Iran. Taken by Amir
Pashei on August 9th, 2020.
The architecture of Castle Dazbog is very reminiscent of the Arab
and Islamic Golden Age, with intricate minarets, four-centered arches,
and detailed domes. It also shows not only the inspiration for settings
but also the diversity in well-fleshed-out characters like Hugo Kupka
and siblings Eloise and Theodore, especially given the region being
merchant-heavy and taking historical inspiration from the region's
popularity for trading and merchants.
Final Fantasy isn’t just some Japanese Role-playing game that has
been around for 35 years. It is much more than that and has a lot of
significance to not only the players but also the developers involved.
It's clear since the beginning that the creators of each anthology game
were looking at real-life inspirations through history or current issues
to help with development in their games, but in just these three games
of Final Fantasy X, XII, and XVI, they were able to have an impact on a
Palestinian historian. The depth and research these creators and devel-
opers went through showed that they not only care about the games,
but they care about the people they are representing and the people
who are going to play them. These three games are just a small
example of how much respect the developers at Square have for
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AMARAH ALGHADBAN
Islamic cosmography and West Asian culture to portray it realistically
and diversely in their games that scholars can make connections and
research articles about.
BIBLIOGRAPHY
Alghadban, Amarah. Bahamut Arisen Summon. Final Fantasy VII
Rebirth. Screenshot. March 11th, 2025.
Alghadban, Amarah. Ifrit Summon. Final Fantasy VII Rebirth.
Screenshot. March 11th, 2025.
Alghadban, Amarah. Kujata Summon. Final Fantasy VII Rebirth.
Screenshot. March 11th, 2025.
Alghadban, Amarah. Castle Dazbog. Final Fantasy XVI. Screenshot.
March 11th, 2025.
Alghadban, Amarah. Ceiling of Mother Crystal in Castle Dazbog. Final
Fantasy XVI. Screenshot. March 11th, 2025.
Arghan Div Brings the Chest of Armor to Hamza Format description.
1562-1577.
Mugha Dynasty Painting. 24.47. Brooklyn Museum https://www.
brooklynmuseum.org/objects/23164
Gargon, Bernard. Sülaymiyaa Takiyya Mosque. Photograph. March
31st, 2020.
Haeem, M.A.S. Abdel, trans. The Qu'ran. Oxford: Oxford University
Press, 2005.
LaBlanc, Wesley. “How to Build a New Final Fantasy: An Interview
With ...” How To Build A New Final Fantasy: An Interview With Creative
Business Unit III., June 6, 2023.
Lane, Edward William. Arabian Society in the Middle Ages: Studies
From The Thousand And One Nights. S.l.: Forgotten Books, 2018.
“Over 300 Palestinian-Bedouin Face Forced Evictions Following
Mass Home Demolitions in Negev/Naqab.” Amnesty International,
May 10, 2024.
Pashei, Amir. Ceiling of Aminddole Carvansari, in Kashran, Iran.
Photograph. August 9th, 2020.
Ramaswamy, Sumathi. Going Global in Mughal India 73. Duke
University. Figure 79.
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Berlekamp, Persis (2011) Wonder, Image, and Cosmos in Medieval
Islam. Yale University Press.
Staff, IGN. “Final Fantasy XII Q&A.” IGN, January 13, 2020.
H
AH, TRAVELER, WE MEET
AGAIN!”
GNOSTIC THEMES IN GENSHIN IMPACT
SIAN TOMKINSON
INTRODUCTION
oyoverse’s Genshin Impact is a free-to-play open-world
action-RPG that uses gacha mechanics, initially released in
2020 with an ongoing episodic structure. Set in a fantasy
world named Teyvat, the player takes the role of a male or female
Traveler searching for their lost twin but navigates the game with a
team of four interchangeable characters. The game opens with a battle
between the set of twins—Aether and Lumine—and the Unknown
God. Separated during the fight, the player wakes as their chosen Trav-
eler on the shores of Mondstadt, one of Teyvat’s nations. Upon
opening their eyes, they find themselves accompanied by a small,
floating, fairy-like creature—Paimon—who seems to be just as clueless
about the world as they are. Having lost their memories, the Traveler
ventures forth, aiding the rulers of each nation in their journey to find
their twin.
I was introduced to Genshin Impact by a friend, who knowingly
persuaded me to play by pointing out the ancient Egyptian-styled
characters, Cyno and Candace. But what has really drawn me into the
game is its incorporation of religious terminology and philosophy in
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163
its world-building. Genshin Impact incorporates many belief systems
and mythologies, but its world structure repeatedly alludes or directly
refers to what Hans Jonas (2001) describes as “an antidivine universe”,
“man's alienness within it”, and “the acosmic nature of the godhead”;
all of which are dimensions of Gnosticism. The term Gnosticism comes
from a Greek word for knowledge—gnosis (Green, 2009, p. 350). Gnosis
refers to a certain kind of knowledge that is gained through personal
experience or association (Simon, 2011, p. 7). It can be understood as
insight, knowing oneself to understand humankind and destiny, as
well as hidden or intuitive knowledge (Simon, 2011, p. 7). Gnosis is not
a passive knowledge; it is something that one must work for, labour
for, and then integrate with their psyche (Holroyd, 1994, p. 24).
In turn, Gnosticism refers to a collection of religious, philosophical,
spiritual, and esoteric sects, beliefs, and practices that revolve around
the existence and attaining of gnosis. Gnosticism is generally under-
stood to have developed in the late Hellenistic and early Christian eras
of the Mediterranean and Central Asia, beginning around the first
century and becoming prominent during the second and third (Berlin,
2011; Blackburn, 2016; Encyclopaedia Britannica, 2017; Lagasse &
Columbia University, 2018; McGovern, 2007). Gnosticism combines
elements from numerous philosophical and religious traditions,
including Christian, Greek Hellenism, Jewish, Iranian, Babylonian, and
Egyptian (Green, 2009; Jonas, 2006; Lagasse & Columbia University,
2018; Marjanen, 2010). These traditions are complex and varying, but
united in the belief that practitioners can obtain secret information
(gnosis) about God and the true state of the universe, leading to salva-
tion—rejoining with God. Although the belief system might sound
archaic, there are many modern Gnostics today and Gnosticism has
had a resurgence in popular culture in recent years (M. Dillon, 2020,
pp. 71–72).
I’ve found that Genshin Impact is such a fascinating game,
demanding my attention because of the way it also incorporates
elements from a wide variety of traditions and alludes to the player
eventually uncovering some kind of truth about the world. I first made
the link to Gnosticism when, in my own journey to ‘fill in the gaps’, I
realised that Genshin Impact’s battle pass contains two levels; Gnostic
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Hymn and Gnostic Chorus. The video that plays at the opening of each
battle pass period is a retelling of Hymn of the Pearl, a Gnostic text from
the Acts of the Apostle Thomas (Jonas, 2001, p. 113). The hymn tells the
story of a person who travels to another kingdom to obtain a pearl (a
gnosis) but forgets who they are and become a prince of that kingdom
instead. This tale bears parallels to the Traveler’s adventures in Teyvat
and their attempt to recover their lost memories.
As a media world, Genshin Impact has a significant amount of para-
text, including character appearances, descriptions, biographies,
stories, mail, constellations, voicelines, and questlines; narratives; texts
attached to artifacts; web and in-game events, animated videos;
comics, and more. Accordingly, Genshin Impact thrives on mystery;
“the possibility that there is always more to discover, that any storyline
is only a single trajectory among many, and that any particular stream
of experience could be modified to produce a new but related experi-
ence” (Wagner, 2012). Indeed, a cursory look at Genshin Impact’s offi-
cial forums on Hoyoverse, the subreddit Genshin_Lore, and YouTube
demonstrates that many fans have become enraptured with the poten-
tial secrets to be found in the game. The subreddit, for instance,
currently has 122 thousand subscribers (in the top 2%) with 49
different tags, including gnosis and gnosticism (R/Genshin_Lore, 2025).
Players share their “interpretations, reinterpretations, explanations,
and guides of narratives” in such a way that experienced players
initiate others with understandings of “vague, cryptic, and mysterious
lore” (Kapcar, 2024, p. 118). In fact, Kapcar describes this process as one
that mirrors “the initiation phases of esoteric orders” and it can be
said that the players are in a sense engaging in the practice of finding
gnosis in a similar way to the Traveler on their journey through Teyvat.
In this chapter I unpack some of the elements of Genshin Impact that
relate to Gnostic terminology and philosophy, and how they may
contribute to generating interest for players (and myself) who enjoy
“filling in the gaps” (Greting et al., 2022, p. 249). To explain how the
game incorporates Gnostic elements in such a gripping way, I will first
unpack Gnosticism in more detail, and then describe some ways that
the game implements them, structured through the land, the sky, and
then the Abyss. My approach is quite mixed, perhaps reflecting the
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165
pastiche-like nature of the game itself. I use a mix of comparative
mythology, narrative analysis, and religious studies.
THE GNOSTIC WORLDVIEW
There is no single agreed definition of Gnosticism, so, taking Ribi’s
(2013) recommendation, I approach Gnosticism from a narrative
perspective—identifying key beliefs, interpretations, and stories. In
brief, the Gnostic worldview is this: there is a true God, but that is not
who created our world. They are sometimes known as a Monad,
Origin, or The One. They are the primal, ‘true’ God, Mother-Father of
all (Flinn, 2016). All our souls originally were joined with this God. The
Monad emitted many emanations, known as Aeons. These often come
in male and female pairs called syzygies (McGovern, 2007). There are
also hypostases, which are personified abstractions (Rudolph, 1987, p.
58). Together, hypostases and Aeons (comprising God) are known as
the Pleroma (fullness), contrasted with Kenoma (emptiness, void, the
chaotic space ‘underneath’) (Couliano, 1992, p. 70).
One of these Aeons is a feminine aspect of the Monad called
Sophia. For numerous potential reasons, such as “self-will, creative
presumption, even excessive desire to know the unknowable Father”
(Jonas, 2006) or “restlessness or inquisitiveness” (J. M. Dillon, 2012),
Sophia created the demiurge. The demiurge goes by other names,
including Yaldabaoth, and is often identified with the Old Testament’s
Jehovah. The demiurge is said to be “ignorant and boastful”, typically
being unaware of Sophia or the Monad, and feels he is uniquely a God
(Couliano, 1992, p. 93). Numerous adjectives have been used to
describe the demiurge, including “ignorant, arrogant, conceited,
disdainful, stupid, mad, assassin” (Couliano, 1992, p. 96). Whether he
is incompetent or malevolent (J. M. Dillon, 2012), or false or blind
(Churton, 2005) depends on the strand of Gnosticism. Only in very few
cases is the demiurge understood as concretely evil, and in some
myths Sophia rejected the demiurge after creating him, but not all
(Couliano, 1992, p. 93 & 96). The demiurge exists outside of the
Pleroma.
Depending on the source, either to fulfil his desires to be a God, or
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to outdo the Monad, the demiurge created the material world and
everything within it. For Gnostics, the material world might be under-
stood as imperfect or evil (Stoyanov, 2000, p. 87), and so generally they
reject materialism. Trapped in this material existence, humans hold
within them a divine ‘spark’—a piece of the Monad—and aim to
obtain gnosis so they can ascend and rejoin the Monad (De Conick,
2016, pp. 11–12). In Gnostic Christianity, the monad created two
saviour Aeons—Christ and the Holy Spirit—to teach humans how to
gain gnosis (McGovern, 2007), and deities like Buddha are also under-
stood by some Gnostics to be guides for gnosis.
However, the search for gnosis is hampered by the demiurge, who
has created Rulers (or archons) who occupy each plane (or sphere) on
the way to Heaven. archons are sometimes understood as demons or
spirits, and generally they are understood to be tasked to prevent
humans from ascension. It is particularly in this process of ascension
we see Gnosticism incorporating elements from other belief systems,
including “magic and astrology to ancient brain science and [the]
fantastic cosmological” (De Conick, 2016, p. 12). For detail, Versluis
and De Conick provide excellent lists of characteristics or elements
common in Gnostic systems.
For the purposes of this chapter, I will discuss three different
‘planes’ of environment in Genshin Impact that have my interest: Teyvat
(the land and its inhabitants), Celestia (the sky and its hidden myster-
ies), and the Abyss and the World Tree. By doing so, my aim is to
present a (necessarily brief) sketch of the structure of the world of
Genshin Impact. Within the material world, Teyvat, there are archons,
Aeons, and Hypostases, amongst other beings. In the sky there is
Celestia—potentially the kingdom of the demiurge, or at least a being
who determines ‘the laws of Teyvat’. Somewhere underneath Teyvat
lies the Abyss, a mysterious and dangerous world that encroaches on
Teyvat and threatens it. Celestia sends down giant crystal pillars called
‘Divine Nails’, apparently to absorb corruption from the Abyss.
However these also seems to be used to punish those who gain too
much knowledge. Drawing from other world religions, a sacred white
world tree, Irmisul, connects all these planes, and powers the
elemental ley lines that appear throughout Teyvat. As Genshin Impact is
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167
an ongoing or live game, there is a wealth of material that we could
analyse, and this overview mostly discusses events and revelations
from the Prologue until Interlude Chapter: Act II. It’s important to note
that some of the connections and suggestions I make here are most
likely fleshed out in sections of the game I haven’t reached yet but I
truly believe that theorising along the journey is what makes Genshin
Impact so engaging.
TEYVAT (THE LAND)
One key belief in Gnosticism is that there are numerous cosmic spheres
above and around the material earth. Often the number is said to be
seven, with an eighth that lies “between the cosmos and the upper-
world of the pleroma” (Jonas, 2006, pp. 101–102; Rudolph, 1987, p. 67).
The eighth sphere is sometimes said to be the realm of the demiurge
(Rudolph, 1987, p. 67). The spheres exist to separate humans from the
Monad (Jonas, 2006, p. 103). Each are occupied by archons, who collec-
tively rule over the material Earth and act as wardens, preventing
spirits from ascending to the Monad (Jonas, 2006, p. 101). The archons
are perhaps the clearest connection that Genshin Impact has with
Gnosticism.
In Genshin Impact there are seven archons, each ruling a different
element, country, and ideal, with multiple mythological names (see
Table 1). The regions are each inspired by real-world nations; Mond-
stadt (Germany and other Germanic cultures), Liyue (China), Inazuma
(Japan), Sumeru (South and West Asia), Fontaine (England and
France), Natlan (Africa, South America, the Ring of Fire), and Snezh-
naya (yet to be released, presumably Russia). As demonstrated in Table
1, the various associations that each archon and nation has utilises sets
of correspondences. The use of correspondences is common in esoteric
religious practices and magical systems, comprising of numerous asso-
ciations between elements (such as plants, crystals, colours, metals,
deities, letters, smells, constellations, and so on). Notably, each
playable character in Genshin Impact, including the archons, are explic-
itly associated with various elements such as these.
In Gnosticism the consensus is that the archons, instated by the
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demiurge, are evil in the sense that they are trying to prevent humans
from obtaining gnosis. In Genshin Impact however, the relationship is
more complex. The seven currently-ruling archons were enthroned
following the archon War, which occurred in Teyvat two thousand
years ago. Before that, there appear to have been many more deities of
various names and types. During the archon war, numerous Gods
fought to gain one of seven gnoses, physical items resembling chess
pieces that provide the wearer with power. Gods who lost were killed,
escaped to lands outside of Teyvat, or in some cases worked with the
Seven and remained. During the period that Genshin Impact is set, the
archons are contending with Snezhnaya’s Tsaritsa and her military
organisation, the Fatui, who are trying to obtain their gnoses and
generally sew discord; and so it is the Tsaritsa who appears to be the
villain.
Table 1: archon and ruler connections
Soon the Traveler also comes face-to-face with the Anemo archon,
Venti. Notably, one of Venti’s voicelines is “Ah, Traveler, we meet
again!” despite the Traveler not remembering him. He continues
“What? You don't remember me? Ahaha, well, allow me to join you on
your quest once again”. There are many snippets such as this that
suggest to the player that something is not quite ‘right’ has The Trav-
AH, TRAVELER, WE MEET AGAIN!”
169
eler been here before? Is time repeating itself? These kinds of questions
encourage them to be on the lookout for answers as to who they are,
where they came from, and what is the state of the world. The
ambiguous nature and history of the archons is a point of interests for
many fans. Venti, who is admittedly my favourite, as a bard is associ-
ated with the wind, drinking, music, poetry, and freedom. There are
frequently allusions to him being a god of time, and players have asso-
ciated him with trickster gods and lies, and unusual voicelines such as
that mentioned above allude to him holding secret knowledge.
Further, the archons have quite tragic narratives, which demon-
strate their complex characterisations. Venti, for instance, was origi-
nally a wind spirit who gained sentience and was devastated when his
friend, a human bard, was killed in a revolt—so he took on his form
out of respect. Zhongli’s close friend and fellow God and ruler,
Guizhong, God of Dust, died during the archon War, and Zhongli was
traumatised by her death. As for the Raiden Shogun, Ei and her sister
Makoto originally reigned over Inazuma together, but Makoto was
killed during the cataclysm. These archons’ experiences do not suggest
that they are particularly in control of their domains; a deviation from
Gnostic belief.
Other than archons, there are numerous other figures in Genshin
Impact that contribute to the Pleroma, some specifically referred to
using Gnostic terms. One kind of such creatures are hypostases,
bosses that take the form of elemental cubes that separate into
smaller pieces to attack. They are the purest form of a given element,
and hence are awarded the name hypostases as they are personified
forms of abstractions (Couliano 1992, p. 9). Further, each hypostasis is
given a name or title that correspond to letters in the Hebrew
alphabet that holds further implications according to the Kabbalah
and the Sefirot. The Pyro Hypostasis, for instance, is called Ayin,
which is associated with seeing and cleansing, and is traditionally
depicted as an eye (Skinner, 2006, p. 131). The seemingly endless
potential meanings that can be gleaned from archon and other
beings’ correspondences make for a wealth of curiosity and mystery,
encouraging players to engage in their own practices of finding
gnosis.
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CELESTIA (THE SKY)
Now that we have an idea of what occurs on the land, it is time to
consider what lies in the sky. From many locations in Teyvat, it is
possible to see a floating island comprised of rocky landmasses
connected by Greek or Roman bridges and arches. This is Celestia,
which I once spent an hour trying to get as close to as possible, sharing
my screenshots with friends and zooming in to see if there were any
secrets to be found (see Figure 1). Celestia seems to be the location of
the opening cutscene in which Aether and Lumine fight the Unknown
God. It is also the location of the game’s loading screen; the player is
rushes down a path among ruins in the sky, surrounded by clouds, and
enters a door at the end when it has finished loading. In-game texts
state that Celestia is the realm of the Gods, alluded to holding the
“truth of the world”, being ruled by ‘Heavenly Principles’. In fact,
Celestia’s design bears resemblance to a Christian Gnostic text. The
Apocryphon of John describes how, ashamed of her creation, Sophia
hides the demiurge from the Pleroma by giving him a throne “in the
middle of a luminous cloud” (Couliano, 1992, p. 97). It would seem,
then, that the Unknown God could be the demiurge and that Aether
and Lumine were attempting to defeat them prior to the beginning of
the game.
As a side note, the Gnostic theme of the demiurge as a ‘child God’
also appears as a motif in the narrative of the characters Ei and
Wanderer. Ei created the Wanderer to use as a puppet but abandoned
him, resulting in him travelling throughout Teyvat following his
failure to become a ‘proper’ god (and causing havoc in the process).
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171
Figure 1: View of Celestia from Mt Aocang
Celestia appears to have some control over the spread of knowl-
edge, and this is repeatedly mentioned in relation to the ancient,
ruined city of Khaenri'ah. The inhabitants of this city did not worship
an archon. At points it is implied that the inhabitants became too
knowledgeable, causing Celestia to attack and destroy the city at the
order of “heavenly principles”. In fact, it is suggested that the
Hilichurls (the most common enemy type in the game) are the cursed
inhabitants of Khaenri’ah. In this sense, perhaps Celestia can be under-
stood as the domain of the demiurge preventing humans from gaining
knowledge and ascending through gnosis. At my stage in the game
only two people are known to have ascended to Celestia: Venessa, who
established Mondstadt and once ascended became the Falcon, one of
the Four Winds who protects Mondstadt, and Guhua, an Adeptus from
Liyue who became a star. They have not been heard from since, and so
it is unclear what ascension means in this context, although the term is
used when levelling up ones’ characters.
In fact, in Genshin Impact it appears that there are two kinds of
gnosis. First, the gnosis is a physical item resembling a chess piece that
allows the archon to “resonate” with Celestia. However, in Prologue:
Act III Song of the Dragon and Freedom, one of the Harbingers steals
Venti’s gnosis, and he reveals that anyone with a Vision (the power to
wield an element) has the potential to “attain godhood and ascend to
Celestia”—gnosis in the Gnostic sense. In a way that aligns with Gnos-
ticism’s emphasis on the need to gain gnosis to ascend from the demi-
urge’s abhorrent material world, in Genshin Impact it becomes apparent
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that the Tsaritsa (and Fatui) are on a mission to steal the other archons’
gnoses and dismantle the aforementioned ‘laws of Teyvat’. In the
context of Genshin Impact’s Gnostic world building, it appears that the
Tsaritsa’s goal is to gain enough power to defeat the demiurge, freeing
Teyvat from its laws.
THE ABYSS (THE VOID) AND IRMINSUL (THE WORLD
TREE)
Now that we have considered the above, we can explore the below. In
Teyvat, between Liyue and Sumeru lies a great chasm. As the Traveler
explores deeper within, they find, among other mysterious happen-
ings, ruins and a black, inky substance that must be purified with a
special glowing crystal. This area, it seems, is one entry point to the
Abyss. The Abyss bears similarity to Gnosticism’s Void— “emptiness”,
“the chaotic space ‘underneath’”, the opposite of Pleroma (Couliano,
1992, p. 70). This is the realm from which many of the enemies in
Teyvat derive from. These enemies speak the Abyssal language, which
is associated with ‘Forbidden Knowledge’ and is written in Enochian
script; a ‘language of angels’ constructed by John Dee and Edward
Kelley during the Renaissance (Laycock et al., 2023). There is an inter-
esting contrast here between the Abyss being a corruptive, negative
force and the use of Angelic language, would typically be thought to
be something positive.
The Abyss presents a constant threat of corruption to Teyvat. For
instance, in the Chasm the Traveler comes across upside-down ruins,
including a ‘defiled statue’ a statue of Barbatos (Venti) that the Abyss
Order has stolen and corrupted for their own purposes. Further,
linking with the previous section, Celestia sends down ‘Divine Nails’
to mitigate Abyssal corruption in Teyvat. Divine Nails appear to be
some kind of crystal, and are huge, floating above their targets and
glowing with energy. Unfortunately for the inhabitants of Teyvat,
while the Divine Nails heal corruption they also cause significant
damage to the surrounding area (see Figure 2). However the behaviour
of the Abyss and corruption is not always clear. Interestingly, in Gnos-
ticism the Abyss is the realm of creation: to take a Christian Gnostic
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173
approach, in the Apocryphon of John it is said that beneath the Trinity
“there is a kind of creative ‘soup’ consisting of Water, Darkness, the
Abyss, and Chaos (four common elements of many pre-creation
stories)” (Simon, 2011, p. 207). The Monad can be understood to actu-
ally be the Abyss in Valentinian Gnosticism, being acosmic or anti-
cosmic (Jonas, 2006). There is a lot of opportunity for speculation here
on how the world is comprised and how various of forces within it
interact.
Figure 2: View of the Skyfrost Nail above Dragonspine, northwest
of Snow-Covered Path
The Abyss is not only accessible through the Chasm, but bleeds
into Teyvat through other areas of the game. Genshin Impact’s combat
levels (Domains) and challenge mode (Spiral Abyss) are located in the
Abyss, within large rooms containing pillars with Abyssal text. Tempo-
rary Spiral Abyss challenges are called Moments of Syzygy; another
Gnostic term referring to a ‘set’. In fact, the Travelers themselves can be
viewed as a syzygy, and understood in a Gnostic context as the
Saviours who are to be a “helper” or “messenger of light”, aiding
humans (in this context, perhaps the inhabitants of Teyvat) to achieve
gnosis (Rudolph, 1987, p. 179). Upon completing Domains, the player
gains their rewards at a white tree, which lies under crownlike chande-
liers (and in fact numerous characters’ clothing bear similarity to this
decoration) (see Figure 3). This tree appears to be an extension of
Irminsul, a sacred tree connected to Ley Lines and has further branches
and trees throughout Teyvat. Irminsul is the Germanic term for the
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SIAN TOMKINSON
world tree, a figure common across numerous religions and
mythologies.
The world tree has its roots in the Abyss, emerges in the land, and
supports the heavens. The presence of the material world (Teyvat), the
void (Abyss) and the world tree (Irmisul) that connects them all, as well
as comments such as Wanderer stating in the event quest Unreconciled
Stars that “the stars, the sky It’s all a gigantic hoax, a lie has led fans to
theorise and create drawings of potential ways that the world is
constructed—diagrams that are not unlike Simon Magus Aeonology
(Mead, 2004), or the Ophite Diagrams (a Gnostic sect) (Welburn, 1981, p.
281). Further, the tree takes multiple roles in Gnostic belief systems
(Smith, 2020), including the Tree of Knowledge (or Gnosis). Having
origins in Jewish traditions, the Gnostic Tree of Knowledge has connec-
tions to the Kabbalah’s Sefiroth and so has many more connotations that
can be explored (such as the hypostases described earlier in the chapter).
Figure 3: Irminsul Tree in the Midsummer Courtyard Domain
CONCLUSION
As Ribi points out, Gnosticism is difficult to define, so a narrative
perspective is useful. Gnosticism is an important aspect of Genshin
Impact because it is the foundation of its worldbuilding. Gnostic
themes capture the imagination of players, fuelling their passion to
theorise and “fill in the gaps” (Greting et al., 2022, p. 249). Similarly to
how Gnosticism is a kind of pastiche of various religious, spiritual, and
AH, TRAVELER, WE MEET AGAIN!”
175
philosophical elements, Genshin Impact involves references to Chinese
mythology, Dharmic religions, ancient Greek religion, and others.
Players have produced an abundance of material to explain and
explore this content, including essays, videos, diagrams, and collabora-
tive documents. I’ve found myself delving into various mythologies,
occult traditions, and esoteric systems thanks to the curiosity the game
sparks in me.
The Travelers, who together form a syzygy, fought with the
Unknown God in Celestia; the realm of the Heavenly Principles and
potentially the demiurge. Ejected from this place, one twin has landed
in the Abyss, the void, while the other roams Teyvat, the material
world. The Traveler fends off the Fatui, sent by the Tsarista to disrupt
and steal the other archons’ gnoses. The Tsarista’s goal, in this sense,
seems to be dismantling the laws of Teyvat—that of the demiurge. The
roles that Aether and Lumine will ultimately play in this attempt at
salvation are yet to be seen, but with every game update players
enthusiastically research and theorise, vibrant, insightful, and thor-
ough connections between the game, its paratexts, esoterica, and world
religions; demonstrating their ability to have relevance and incite
contemplation.
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W
TIFA IS BEST GIRL
HOW FINAL FANTASY VII TAUGHT ME TO
STOP WORRYING AND LOVE THE GAME
WILLIAM DUNKEL
DISC ZERO: INTRODUCTION
hen I think about all the games that I have played and
enjoyed over my lifetime, I can see how each one has its
own special part of my life. Playing X-wing vs. Tie Fighter
with my older brother, where I would manage the power systems and
shields while he piloted strafing runs on a Star Destroyer. Family board
games, specifically Journey Through Europe where my family would
role-play as vagabonds backpacking through the old continent, with
full house rules changing a snappy 30-minute jaunt into an hours long
epic. But, the game that I would argue has had the most significance in
developing my interest in games, their play, communities and as
objects of inquiry would have to be Final Fantasy VII(SquareSoft, 1997).
While the game has had its share of fanfare and villainy in the past 27
years since its original release, Final Fantasy VII, hereafter FFVII, and
subsequently it’s remake, Final Fantasy VII: Remake (Square Enix, 2020)
has proven to be the single gamei that has evolved and remained rele-
vant as a topic of conversation among various social circles.
Final Fantasy VII has been released and re-released upon multiple platforms and
i
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For the uninitiated, FFVII is a Japanese role-playing game, set in a
modern world analogous to our own. You take control of a band of
eco-terrorists who begin the game bombing a power plant before
undertaking a journey to save the world from both a global conglom-
erate that exploits and pollutes the planet, and an ex-military cult
leader with magical powers stemming from his ancient lineage. During
gameplay, players engage with environments and minigames that
highlight the dangers of rampant technological development, the mili-
tary industrial complex, and the crushing costs of progress. Players
battle monsters and animals across the planet as they attempt to stop
the destruction of the planet.
FFVII has been one of the most written about games in all of game
studies, from its discourse on nuclear energy in Japan (Hutchinson,
2018), how legitimacy functions as result of class in the retrogaming
community (Larson, 2021), folklore and fan community-building
(Bukač & Katić, 2024), nostalgia; as inspired by music and sound
design (Shahmehri, 2023), and part of the new development practice of
game developers to re-release and remake old titles(Hoch, 2021). There
are of course far too many to list, but the game has demonstrated its
importance to all manner of games scholars, a testament to its robust
development. However, while FFVII holds a prominent place in the
annals of games studies, my initial interaction with it was not a result
of such potential. The themes at its initial release were more complex
than I could easily understand as an elementary schooler but the
particular worldbuilding was meaningful for me on the playgrounds,
where conversations surrounding it would cover varying topics, from
best characters, locations of powerful Materia, to the meaning of
nature, death, and spirituality. FFVII allowed me to create new friend-
ships after moving to rural New Hampshire through discussing
favorite parts of the narrative, gameplay, and world. What I could not
have expected was that it would manage to accomplish the same
decades after its original release, with fans across the globe.
remade/booted into a new story that spans multiple different titles. However, for the
purpose of this essay, I focus on the original 1997 version and the 2020 remake FFVIIR.
Final Fantasy VII has been released and re-released upon multiple platforms and
remade/booted into a new story that spans multiple different titles. However, for the
purpose of this essay, I focus on the original 1997 version and the 2020 remake FFVIIR.
i
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DISC ONE: INITIAL ENGAGEMENT
When FFVII first came out in 1997, I was in elementary school after
having moved to rural New Hampshire from growing up in the
suburbs of Boston. Upon its release, much of the Western gaming
media was agog with praise and excitement for the newest release in
the famous Japanese franchise. GamePro described it as “a deep, lush
game that consumes you with a compelling story line,” further lion-
izing its narrative in an age marked by unsatisfying storytelling.
“Unlike most games. Final Fantasy's story line is a major drawing
card”(Mo, 1997). Rival publication GameSpot hinted at what would
become the lasting legacy of game, writing, “Never before have tech-
nology, playability, and narrative combined as well as in Final Fantasy
VII. The culmination of SquareSoft's monumental effort is a game that
will enrich just as it will entertain”(Kasavin, 1997). I remember reading
these publications with particular zeal, priming me for my future inter-
actions with the game. FFVII proved to be the first game of my life that
I can recall eliciting such excitement, whether to analyze plot points,
seek out mechanical guidance, learn tips and tricks, or just generally
discuss. This was all despite my family not owning a PlayStation with
which to play the game.
The late 1990s were the height of the “console wars” between Sony,
Nintendo, and to a lesser extent Sega. My friends were neatly orga-
nized into different factions with each owning a particular console,
while I had no such luxury. As a result, one of my first engagements
with the game was not through my own playthrough, nor even as an
observer, but as an avid listener. I recall sitting around the school lunch
table or mingling at my friend’s desk during breaks and hearing them
describe in earnest the epic that is FFVII. From the cruel and corrupt
Shinra corporation robbing the life blood of the planet, to the streets of
Wall Market and cross-dressing to save an endangered friend, these
stories fascinated my young self, and I was curious to engage with the
story and game in my own right. While at first it was the sense of
worldbuilding by the game that interested me, upon reflection it was
the capacity for oral retelling that provided the first hook. Despite not
being able to play the game myself, I was able to participate in the
TIFA IS BEST GIRL
181
conversations and community of the game via the practice of story-
telling. FFVII was the first instance for me to recognize just how games
provide material for oral storytelling which in turn fueled a sense of
inclusion and belonging. I was, in a sense, participating in the uniquely
human process of developing co-presence beyond simple physical
proximity(Lyons & Marshall, 2014). While I would not have my own
playthrough until the PC version was released in 1998, these oral
retellings allowed me to participate as a member of the community.
FFVII also benefitted tremendously from a boost in graphical
fidelity, released upon the original PlayStation, 3D models and 32-bit
graphics were used to the excitement of the player base. I recall how at
the time, the sharp advancement in graphics quality made it more
exciting to engage with. The sheer complexity of the game afforded
many different experiences in the game. While it was not the first game
in the franchise that allowed you to explore a world map, to ride a
chocobo or fly an airship, or to manage a team of adventurers, it felt
like it was a wholly new experience at the time. Much of that can prob-
ably be laid as a success of the SquareSoft marketing division to
manage to make a game which has been criticized for this linearity
(Burn & Schott, 2004) as a vast epic with innumerable choices.
DISC TWO: EVOLVING FANDOM
In advance of FFVII’s 25th anniversary, GameSpot critic Jessica Cogswell
expressed how the game provided meaningful scaffolding for life as “it
feels I have grown alongside Final Fantasy VII(Cogswell, 2022)”, going
on to say how “when I need it most, [FFVII] will always be there for
me.”(Ibid.) These are sentiments that I have found to be particularly
true of many of the community, myself included. FFVII provided a rich
and vibrant environment to explore many distinct aspects of socializa-
tion, romantic and platonic relationship building. I recall at various
points of my life connecting and empathizing with many of the
characters.
The game had created enough space and fertile ground to provide
endless hours communicating strategies for gameplay, from obtaining
all the ultimate weapons and final limit breaks, to learning how to
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level up characters to fight the optional American bosses Ruby and
Emerald weapons, defeating them still ranks as one of my great
achievements in gaming. When I was a teenager the mechanics of the
game took precedence, I worked with my brother to create an effective
chocobo breeding program, large birds that could be used for trans-
portation on the world map. We would work together to capture and
train special breeds of chocobo that granted access to unique items and
powers. FFVII seemingly had something for every player to find their
own part that was their favorite, as the game relied upon mini games
sprinkled through the main gameplay loop. The complexity afforded
conversations about events that took place in the game, leading to
theories on how to countermand the game’s planned storyline through
the accumulation of rare items. Original debates focused on its position
as the best game of all time, a conversation that still floats around from
time to time. The vastness of the game was memorable at a time when
as a teenager, I had an excess of free time to pursue any avenue to my
heart’s content. This was useful as life in rural New Hampshire made
other social interactions difficult, be it due to lack of places for youth
congregation, harsh weather, or access to a vehicle. As such, I was
particularly happy to spend hundreds of hours grinding away.
With each subsequent playthrough, I began to be less concerned
with the mechanics of gameplay, or grinding to obtain better gear, but
instead I would find new components that resonated with me, as the
characters felt fully fleshed out, flaws and all, provided an element of
introspection and occasionally social mirroring for me as I navigated
the difficulties of adulthood. I often think of Barret Wallace, the leader
of the ecoterrorist organization Avalanche, as he pursues revolution
and change. In one moment that stands out for me, we see Barret
sitting on a train, he laments: “It’s like this train. It can’t run anywhere
but where its rails take it.”
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Image 1: Barrett sitting on the train.
This scene which happens early in the game provided a meaningful
introduction into his character, but for me elicited the capacity for
understanding how agency can be limited by outside forces, which for
anyone who has pursued a PhD can empathize with. FFVII’s charac-
ters and world provided meaningful critiques of the effects of rampant
ecological destruction, the responsibility of communities to resist
oppression, how personal identity can be fractured and performed to
the detriment of self.
Image 2: Ecological destruction caused by Shinra industrial
practices.
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WILLIAM DUNKEL
One friend of mine still refers to as “the shipping World War”.
The capacity for games to provide a level of societal critique and
awaken concepts of class consciousness were meaningful for my devel-
opment as an adult, and would come to define how I would approach
games from that point forward.
DISC THREE: RELATIONSHIPS AND “SHIPPING”
DISCOURSE
Image 3: Tifa, Cloud, and Aerith in Final Fantasy VII: Remake
rekindling the debate.
While the game provided for all these conversations and interactions,
they also initiated debates that would last for decades. Perhaps the
most contentious topic among fans is Cloud/Tifa/Aerith trystii. The
fandom of the game became (and to this day remains) largely split
upon what made the most appropriate partner for the game’s central
protagonist Cloud Strife. Choosing between Tifa Lockhart and Aerith
Gainsborough, to say nothing of the oft overlooked and marginalized
Yuffie Kisaragi laid out the original battlegrounds. It was through the
thoughtful development of characters and plot that enabled such a
heated and contested debate to rage for as long as it has. One that has
only regained its vigor since the release of FFVIIR. At its core FFVII
demonstrated how various players can fashion narratives that
strengthen their relationship to the media, while also providing space
for fans to flock. The relationships between Cloud, Aerith, and Tifa
ii
TIFA IS BEST GIRL
185
promoted a discourse often found in fanfiction communities known as
shipping, where fans support or hope for a romantic relation-
ship(Kenny, 2019). The Cloud/Tifa/Aerith shipping war provided
meaningful interactive space for fans while also demonstrating and
modelling what fans assumed was healthy or positive relationships,
romantic or otherwise.
To understand FFVII was to have a position in this debate. The
original game set up much of its narrative around the relationships
between Cloud, Tifa, and Aerith where early game choices about who
Cloud preferred led to a mid-game date at Gold Saucer, a giant amuse-
ment park. Mechanically, the game awarded base points and then
adjusted those points off in-game dialogue and party decisions. While
the game allowed for the date event to happen between any of four
party members: Aerith, Tifa, Yuffie, and Barret. Yuffie and Barret were
heavily disadvantaged with their base values, as such most dates
ended up with Cloud and Aerith or Tifa. As a result of these weighted
values, I would look to guides to ensure that the pairing that I wanted
occurred, which almost always meant Tifa. While my individual play
focused on seeing “Best Girl Tifa” through the game, I was surprised to
find that this was not a universally held belief, and that others had
alternative ideas of what was best for Cloud.
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WILLIAM DUNKEL
Image 4: Cloud and Tifa riding a gondola on a date. Top FF7,
Bottom FF7R.
I recall conversations about which ship made the most sense, with
Team Aerith espousing how Tifa was too clingy, and that Cloud begins
to heal once Aerith comes into the picture. Whereas Tifa seems more
like a friend, Aerith had many flirtier and romantically charged
engagements with Cloud. As the conversation developed over the
years, I would run into arguments that addressed the dynamics
between Aerith and Cloud, with Team Aerith feeling that Tifa enables
Cloud’s depression. All of this is to say that Tifa missed taking her
chances with Cloud to be shipped. Aerith, on the other hand, is viewed
as being understanding of how Cloud works, and her general cheerful
demeanor balances out the morose behavior of Cloud. Arguments that
Aerith was written to be the more meaningful romantic partner of
Cloud with Tifa being “relegated” to being only a friend or at best a
second option after Aerith is no longer an option. Many on Team
Aerith describe how her death is designed to impact the player and
make them feel that she is a great romantic loss for Cloud, and a larger
friendship loss for the party, thus supporting her position as the
primary partner for Cloud. Additionally, claims that Tifa is not tradi-
tionally feminine enough for Cloud have been used as a tactic for dele-
gitimizing her position to be shipped.
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187
For more on how relationships and video games intersect please see the excellent
research of Kumiko Saito(2021) on Japanese visual novels and romantic adventures
games, frequently subdivided into otome and bishoujo genres. Also, please see the work of
Yuehua Wu, Weijia Cai, and Sandra Asantewaa Mensah on how romantic video games
mediate real-life relationships in China(Wu et al., 2024).
Those who have shipped Tifa, on the other hand, have not agreed
with the claims that purported by those preferring Aerith. For me, Tifa
demonstrated the most meaningful example to understand friendship,
love, and loyalty. Others have argued that Tifa can be seen as a proto-
typical Japanese mother figure who represents and reifies traditional
gender roles (Goldberg et al., 2015). I also understood the relationship
between Tifa and Cloud to be more between equal partners who
enabled personal growth and support for one another, and Cloud’s
narrative arc begins with his devotion to a meaningful relationship
with Tifa. The point, however, is not to definitively argue who makes
more “sense” for Cloud, but rather that FFVII created such endearing
scenarios as to elicit such intense prolonged discourse.
The shipping battles of FFVII laid the groundwork for me to identify
and participate in fan communities of similar nature. It was these
detailed and in-depth conversations analyzing video games that
proved so influential to my development as a games scholar exposing
how players derived their own values through their embodiment of
the characters and narratives of the game. It should be of little surprise
that through participating in the process of shipping players we are able
to create ancillary models for the development of healthy romantic
relationships or identifying toxic traits and characteristics that might
not be easily identified without a deep understanding of gamesiii. The
relationship dynamics as portrayed in the shipping of FFVII reflected
broader societal views on romantic relationships and contributed to
ongoing discourse about what constitutes healthy or positive relation-
ships. These dynamics of play proved to be deeply compelling and
oftentimes prompted me to want to return to the game to better under-
stand how games can model behavior.
iii
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As of the time of writing I have purchased at least six copies of the game across 4
different platforms.
CONCLUSION: REMAKE
FFVII’s complexity and high quality allowed me to engage and re-
engage with the game multiple times over its lifetimeiv. Now, as I
engage more formally with games, I am more capable of recognizing
how it presented varied, intricate, and nuanced critiques of society and
life. Whether these cultural analyses depict how the game operates as
an allegory for Western modernization(Huber, 2022) and a critique of
globalization (Jones, 2020), or how in-game representations of Cloud
emerged alongside examinations of tensions regarding identity and
mediatization, echoing anxieties of Japanese otaku and hikikomori,
whose socialization is remarkably mediatized(Hourigan, 2006), among
others. These issues were not visible to me when I first began playing,
it was only through my continued interaction with the game that I was
able to pull back the curtain and engage with the messages encoded
within. It was the depth of experiences that FFVII afforded that
allowed me to engage with it on my terms, depending upon what was
going on in my life at the time. More specifically, FFVII did what any
beloved piece of media does: it set a benchmark for how to evaluate
other media—not in service of creating a hierarchy to determine which
game is best in any objective sense, nor as a means to gatekeep other
games from acknowledging their importance, but to provide an oppor-
tunity to signpost what has worked before, what has resonated so
strongly with me as a player, critic, and supporter, so that when a new
game comes along, I am more likely to recognize the signs that are
there.
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G
TABLETOP ROLEPLAYING
GAMES (TTRPGS)
THE GAMING MEDIA SITE FOR DISABILITY
ACTIVISM
GIUSEPPE WILLIAM FEMIA
INTRODUCTION
aming media spaces are not confined by the physical, social,
or political limitations of reality, for the purposes of
employing criticism and representational practices, in service
of marginalized communities. As such, they are beneficial site at which
to host disability representation and activist initiatives (Zagal and
Deterding 2018), especially since those living with disabilities are often
warmly welcomed into TTRPG settings (White et al. 2012). I begin my
work by briefly showing how TTRPGs share similarities with perfor-
mance theatre and convey additional affordance for accessibility that
the medium is predisposed to. My aim with the first section is to illus-
trate that TTRPG media sites are comparable to, if not more effective
than, traditional sites of performance when it comes to providing
disability communities access to political advocacy.
From there, I describe two TTRPGs, Inspirisles and Survival of the
Able (SOTA), that include disability themes and examine them sepa-
rately from each other alongside games and performance studies theo-
rists that provide further context to the performance that disability
advocates can take part in. The culmination of this work shows the
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capacity that disability representation and acitivsm has to be employed
in gaming media, for criticism and representational practices, in
service of marginalized disability communities.
ACTIVISM AND ACCESSIBILITY
While some RPGs, like live-action roleplay, require its players to be
physically active to navigate the game environment, TTRPGs don’t
necessitate us to be physically moving our bodies. Instead the focus is
on how we bring creative solutions and our own pre-disposed mind-
sets to the gaming environment (Davis 2023). This performance within
RPGs also allows us to enact our own sense of justice and play out
activism in the game to inspire real-world motivation for change
(Bowman et al. 2025; Laycock 2015).
Performance studies theorists Hoover et al. posit that analog RPGs
as having the potential for realism that exemplifies liveness and pres-
ence, “experiential and aesthetic specifics of theater” (2018), as no two
experiences of TTRPGs are the same despite them potentially having
similar source material and setup. In part, this is due to the players’
capacity to improvise their words and actions and break the notion of
authorship boundaries expected from traditional narrative media
(2018). Hoover et al. conclude that RPGs and theatre share similar roots
as performance media through the meaning-making they afford their
respective subjects and through activist or educational designs the
TTRPGs I observe can be employed to make meaningful contributions
to marginalized communities.
In terms of accesibility, TTRPGs are limited in their flexibility only
by what the players will allow. To exemplify this, I reflect on the
capacity that TTRPGs have to be employed with considerations for
crip time as a means by which I access this media space.
For starters. normative time is supposed to be the temporal expec-
tations that our society adheres to. Despite these expectations varying
based on the location or time of year, it is typically considered to be
fixed and provides little to no leniency for considerations of accessibil-
ity. Normative time is generally the socially accepted way that we
account for time throughout our day-to-day lives. For example, our 9-5
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193
workday schedule, the deadlines we have for our final essays, and
how long it takes for a pizza to be delivered to our house. While these
all seem to be the norm and expected for our society, we are shown by
crip time how normative time excludes, and restricts disabled bodies
and minds through arbitrary means.
Conversely, crip time, as defined by Ellen Samuels, is used for
disabled individuals to identify the way they experience time uniquely
from everyone else. It shows us the unnecessary complications that are
part of disabled experiences when they are not provided proper access
to the world around them (Sitter et al. 2023). Crip time looks at the
additional time they need for both accessibility accommodations as
well as how long it would take people with disabilities to complete a
given task (Kuppers 2014). In Ellen Samuels’ work in crip time she
notes, “My friend Alison Kafer says that ‘rather than bend disabled
bodies and minds to meet the clock, crip time bends the clock to meet
disabled bodies and minds’” (2017). In embracing this concept, she
notes how it allows her to define her own “normal” (2017), something
that I and many members of the disability community strive to do. In
the context of conducting disability initiatives, “With consideration to
crip time, there is an opportunity to consider how the format can be
delivered over a more manageable timeline that may involve shorter
sessions over longer periods of time that can guide the balancing of
funding commitments, resources, and project timelines” (Sitter et al.
2023).
I find that the local and group-mediated nature of TTRPGs inher-
ently encourages the use of crip time to ensure that the liveness and
presence are there. Where traditional European theatrical perfor-
mances require a theatre venue, occur between certain hours, and can
only be attended for a limited time, spanning how long the producers
intend for the events to run, TTRPGs are available to us at flexible pre-
determined times and locations, that best accommodate smaller groups
of performers and spectators, as many times and as often as they so
desire and can attend.
TTRPGs allow us narrative flexibility that accommodates the play-
ers’ needs for autonomy in their performance art as Avery Alder
notes,
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Tabletop role- playing games are transparent, replicable, and hackable.
You don’t need expert knowledge to become a designer in this field…
you the player are the one designing the story. You choose the
themes; you create the characters…You’re not creating a narrative that
has to cater to a mainstream consumer. You’re creating it for each other.
There is no external audience. (Alder 2020)
This manner of engagement would be otherwise inaccessible to
spectators as passive observers in other interactive engagements with
performance, where to be part of the performance is a constrained
normative time commitment in and of itself.
To this end, TTRPGs are an abundant media site capable of
disability activism. Through the accessibility provided, we are given
the opportunity to educate the general public on disabling barriers and
promote activism (Bowman et al. 2025), while creating personal stories
of our own experiences (Morris 2022). While disability game studies
has been realized in academia, there are still scholarly gaps that can be
expanded on in terms of performance methodology that can be hosted
in gaming media. One such gap being how best to employ perfor-
mance methodology within gaming media in service of marginalized
disability communities, as I go on to examine.
ANALYSIS OF DISABILITY THEMES IN TTRPGS
To summarize my object texts, Inspirisles is an open-ended TTRPG
design, set in an original fantasy world, where the mechanics are the
dominant deviation from traditional TTRPGs. In this game, the players
are assigned an element chosen from water, fire, earth, or air, and they
overcome obstacles, throughout their adventure, by magically and
creatively controlling their element using American Sign Language
(ASL) or British Sign Language (BSL).
Comparatively, SOTA provides more focus on disability themes
through the setting itself attempting to simulate the reality of
disabled characters trying to survive the simultaneous occurrences
of the bubonic plague and zombie apocalypse in medieval
Europe. Player characters are varying degrees of deaf, blind, or
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physically impaired which is reflected through game mechanics
with certain actions or perceptions being more difficult or
impossible.
Image 1: Survival of the Able Cover
Concerning the scholarly conversation, Inspirisles emulates
suggested practices of navigating and building community put
forward by Sarah Gibbons (2015). Additionally, Inspirisles, being an
Education Role-Playing Game (Edu-RPG) as defined by Stéphane
Daniau (2016), also demonstrates Jill Dolan’s utopian performative
(2001), with an inclusive involvement of Deaf culture, understood by
Jackie Leach Scully (2012).
IMage 2: Inspirisles illustrations
SOTA demonstrates creative affordances and attempting to emulate
realism by employing simulation similar to Scott Magelssen’s
simming, which I apply to Bree Hadley’s considerations for disability
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performance. However, it brings forward potential shortcomings with
its design, making room for crip negotiation.
My analysis focuses on specific components of each TTRPG and
contrast them with one another. I observe these games concerning 1)
design intentions, 2) contextualization of disability for intended play
experiences, 3) how they invite player to engage with disability topics,
4) combat mechanics challenging TTRPG design norms, and 5) their
inclusion of disabled voices.
DESIGN INTENTIONS
As I alluded to, Inspirisles is intended to promote Deaf awareness and
inclusive storytelling opportunities for the deaf community (Waldman
2023). It achieves this for me by incorporating ASL and BSL into the
game mechanics governing how magic is used as well as providing
background information about the Deaf community that I would have
not otherwise been aware of. I found that it emulates Gibbons’ concep-
tion of an accepting game space, fostering awareness for disability
culture and social issues (2015), as I was actively encouraged to learn
ASL and/or BSL to cast spells and advance to stronger spells, through
my character’s progression.
I should make note that the physical actions taken, like facial
expressions, gestures, sign language, and other forms of communica-
tion built into the game, are not intended to simulate deafness. Along-
side Gibbons, I see the simulation of disability as problematic,
increasing stigma around said disability (2015). Rather, the game
promoted my engagement with the languages used in Deaf culture,
like instructors employing the learning of cultural practices when
teaching students a new language. In turn, game designers
approaching their media with open-ended educational intentions like
this help to deconstruct disabling architecture and ableist viewpoints
while enabling a more constructive approach to disability issues (Gib-
bons 2015).
In contrast, SOTA inspires reflection by directly drawing attention
to accessibility barriers to challenge ableist assumptions. With realism
and difficulties imposed on the players in SOTA, the game functions
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similarly to an immersive learning format known as simming.
Simming uses practices from performance and theater to design spaces
where narratives are played out to give an understanding of a specific
contextualized experience to the actors and audience (Magelssen 2014).
Likewise, I found that SOTA set up a context in the theatre of the mind
to play out a narrative for the lived experience of disabled individuals
in the 1300s. According to Magelssen, this instance would be a “sim-
ming of witness,” where the design goal is to bring attention to the
individuals who suffered a past or present injustice or trauma through
a compelling use of the narrative (2014).
However, the most immediate intention for SOTA is to induce
discomfort, often the primary aspect of certain art pieces. SOTA was
successful in this for my fellow players and I who were all playing
characters designed based on our own disabilities. Magelssen makes
note of how discomfort or anxiety felt by the actors can be used
productively to create conflict and controversy (2014). The social and
political insights that were evoked in us came about through reflection
and conversation of how civil rights laws and technologies have devel-
oped, since the 1300s, by subjecting us to the struggles of a world
devoid of them. In part, this conversation was brought about by the
bleed effect, as defined by Gerald Voorhees and Sarah Klein (2024) Just
as other games foster retrospection for different aims (Bertolo et al.
2018), considerations for how we can better accommodate accessibility
needs and demonstrate necessity for accessibility affordances to
continue being developed were imposed on us for further real-world
activism.
CONTEXTUALIZING THE GAME FOR DISABILITY
THEMES
Sign language is at the core of Inspirisles, as it is the key mechanic used
to facilitate the magic system of the game. As such, the rulebook
provides a guide to learning sign language alongside additional infor-
mation regarding how members of the Deaf community identify them-
selves and communicate. This supplementary and contextual
information helped to educate us on, and expose us to, Deaf culture.
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Such information included but was not limited to: distinguishing the
identity of being Deaf from the medical diagnoses of deafness;
discussing how Deaf identity can range from hard of hearing (HOH) to
a dual sensory loss of someone who is Deafblind; tips on how to sign
with the dominant hand; and best practices for fingerspelling, the
latter of which was very helpful for the clarity of the earth magic I was
casting.
Image 3: Inspirisles sign language directions
Due to how the module had us engaging with sign language,
Daniau would characterize this TTRPG as an Edu-RPG because of how
it: 1) positions itself for non-Deaf individuals to learn the basic sign
language mechanics while engaging with the deaf culture; and 2)
“bring[s] in predefined educational goals…and invite[s] players to
learn and develop themselves through playing” (2016). To exemplify
how Inspirisles aligns with the idea of a Deaf awareness-focused Edu-
RPG, Maryanne Cullinan and Laura Wood implemented the game in a
class of middle school students. Not only did the students report an
increased aptitude for sign language and a greater sense of connection
to the affinity groups they formed while learning this method of
communication, but the researchers also noted that the “...students
walked away with a better appreciation of not only ASL and the Deaf
community, but also for the value of learning any second language”
(2024).
In this sense, the ASL they engaged with allowed the students to
approach the game as though they were learning another language. So,
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while the students did not engage with the Deaf community directly,
they received a participatory introduction to the culture in terms of the
intersectional identities within it as well as the predominant means of
communication. This is not a solution to the need for deaf awareness in
and of itself. However, as we now have a rudimentary means of
communication with Deaf culture, it could very well be an invitation
for future engagement with the Deaf community producing greater
dialogue and awareness in the future. Speculatively, if this were
applied more purposefully, it could aid in eventually bringing about
societal change in favour of the Deaf community.
In contrast, SOTA contextualizes itself for disability themes through
the depiction of struggle and hardships for disability identity. The
game is situated “in Western Europe circa 1347 A.D. because [the game
designers] wanted to put [players] into a world where people with
disabilities (PWDs) have few protections. There are no civil rights laws
to ensure equal rights and fair treatment for PWDs, and most people
perceived PWDs to be weak, if not helpless” (Wood 2020). The era of
the game also has no modern-day technology, to provide our charac-
ters relief, for a sense of historical realism. While there are mechanical
difficulties associated with the actions taken by deaf, blind, or physi-
cally impaired characters, shown as a spectrum of ability and disability
(Meehan 2021), they also have anxiety triggers related to their
disability adding to their stress, making roleplay a vital and satisfying
aspect of the game for us. As such, disability performance is an area of
consideration for discussing this game’s design.
Hadley considers every instance of a person with disabilities
entering a performance space to be an intervention of societal
assumptions about disability (2014). However, she is also rightfully
concerned with non-disabled artists appropriating disability art and
culture for the purposes of creating self-determined positive
symbolism which presents disability more digestibly to audiences,
neglecting “the realities of (pain and impairment that are part of)
being disabled” (Hadley 2014). In line with these realities of impair-
ment, Wood’s design illustrates how disability is a spectrum by
making it so the “Player characters do not have specific physical
attributes, instead, they have scales on each of the five senses”
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(Meehan 2021), ranging from degrees of abled to disabled. So,
regarding positioning for disability depictions, I consider how both
games invite the players to create and portray their in-game
characters.
INVITING THE PLAYERS TO PERFORM
Playing off this contextualization, Inspirisles is very open-ended in how
it invites the player to take on the role of their character. The main
guidelines are, “Pick a Name & Pronouns; Pick a Friend & Home; Pick
a Patron & Element; [and] Pick a Hobby(Oxenham 2021). With very
few guidelines on how to depict our character, we were free to do
whatever we felt most comfortable with. As disability representation is
not the main focus of this TTRPG, the guidelines are free to be as loose
as we desire, provided everyone is respectful.
The social context set for the players allows for a type of utopian
experience which challenges our preconceived notions of utopia.
Dolan discusses utopia, not as a construction of reality, but as a
cultural production evoking feelings and sensibilities of idealism
through performance, what she calls the “utopian performative”
(2001). Relating it back to game studies, it has been noted how the
enactment of particular values and behaviors can be experienced by
players through their characters, when they are given the freedom to
explore how they fail or succeed in the actions they take (Flanagan and
Nissenbaum 2016), an opportunity not often afforded to disabled indi-
viduals.
Miguel Sicart discusses play as a part of our moral being. In this
manner, roleplay can afford us crucial insight in how we experience
and navigate the world with the use of roleplay characters to assist us
as a lens (2014). He identifies the benefit of this practice of play as
providing freedom from moral conventions in the real world that
would otherwise constrict or restrain one’s presentation of identity
(2014). Inspirisles affords utopian performativity as its design makes
sign language out to be a central aspect of the game just as it is a
central aspect of Deaf culture. Within this game system’s design, sign
language, a practice often taken for granted (Scully 2012), is how the
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player employs the game’s magic mechanics, giving it a sense of
importance in the game world.
This reflects reality for the Deaf community as sign language plays
a central role in their communication, echoing an identical sense of
importance within Deaf culture. By emphasizing the necessity of sign
language, the game depicts a setting more ideal than our own reality
for members of the Deaf community to inhabit alongside players who
are willing to learn sign language for the purposes of play. In a game
setting where we already know, or are learning, sign language, the
barriers to accessing communication are significantly reduced and
tolerance and inclusion of deaf or HOH individuals is encouraged
(Cullinan and Wood 2024), invoking a more accepting reality where
they are free to communicate in the manner they are most comfortable
with. This allows for navigating the game to be made more hospitable
and less stressful for members of the Deaf community.
In opposition to utopian performativity, SOTA invites us to
consider our character in a more nuanced manner alongside their
struggles and hardships, saying,
Every character is comprised of a set of quantifiable Traits, but they’re
so much more than just a collection of numbers…consider your charac-
ter’s overall concept and how their history made them who they are
today…What kind of Senses would you have if you lost your vision
during an attack by brigands? What Skills would you have as a
merchant’s son? What Qualities would you have, both as the son of a
merchant and someone who has been through the ordeals you have
experienced? What would help you find reassurance in the world, and
what would cause you undue stress?
Your character concept has no tangible in-game effect, but thinking
about it will help you choose your Traits going forward….you have a
disability of some kind. Don’t use that fact to limit your choices, but
rather to offer you some constrained creativity with which to build
your new persona. (Wood 2020)
To this end, Wood is directly inviting us to explore and create well-
rounded characters while considering their disability as a key compo-
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nent of their life without making it the only aspect of their identity.
While the disabled characters is a focus for SOTA, further guidelines
are provided to help us avoid narratives of pity and two-dimensional
disabled characters. Wood prompts us to think of characters beyond
just their disability however, able-bodied and minded players would
still be limited in how they see disability playing a role in the life of a
disabled character. Here, the players might conclude that disability is
something to pity and avoid at all costs (Adams 2021). If players
decided to use SOTA to try experiencing disabled life through their
imagination, then they might just reinforce common stereotypes asso-
ciated with disability in popular media (Gibbons 2015). To compensate
for this, the TTRPG inspires diversity and originality in its character
creation affordances which may help to avoid stereotyping. It puts
forward a variety of prompts; like character senses, qualities, anxieties,
assurances, skills, and relationships; for the player to design an inter-
esting and engaging multidimensional character worthy of our invest-
ment (Wood 2020).
Image 4: Survival of the Able character sheet
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Image 5: Survival of the Able character sheet
APPROACHING COMBAT AS A CHALLENGE TO TTRPG
NORMS
As we can observe from their design, my object texts set themselves up
well for their intended play experience. They also avoid falling into the
same habit as many other TTRPGs. Sarah Lynn Bowman and
Menachem Cohen agree how in traditional Dungeons & Dragons (D&D)
the terminology used, like referring to a long-term game as a
campaign, or the mechanics of killing monsters to gain experience to
level up as the main method of advancement, positions it as a war
game. Mind you, that is what D&D was initially intended to be, but
this aspect of the game’s design fundamentally focuses the player’s
attention on combat mechanics with less regard for the roleplay perfor-
mance (Bowman 2010; Cohen 2023). In reality, many TTRPGs retain
this same positioning without fully realizing how it impacts the play-
er’s approach to the game. However, I experienced how the game
systems of my object texts are designed to deter a combat focus while
focusing the players’ attention on their intended play experiences.
Inspirisles simplifies the combat mechanics for its learning focus.
This is reflected in how it sets up the characters. The game notes,
“Many roleplaying games give you a sense of character through
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statistics and numbers. We’ve left the math for our dice rolls and opted
for a storytelling approach” (Oxenham 2021). Meaning, while they are
present, the combat mechanics boil down to three six-sided dice rolls
with any additional considerations coming from character progression
and creative roleplaying choices made using sign language. Creative
uses of sign language can be employed at any point in the game and
are not limited to combat. We are rewarded for this creativity with the
acquisition of belief, a unit used to track our characters’ progression
throughout the game. As such, this design firmly positions our naviga-
tion of the game within the sign language magic system we learned
during play, leaving combat as an option governed by said magic
system and not the sole focus.
On the opposite side of the spectrum, SOTA deters a combat focus
because of the limited capacity the characters have for survival. In the
game, “Zombies carry the plague wherever they go and spread it
rapidly. Whenever they bite someone, cough blood on them, or scratch
them with their rotting fingernails they give their victim the terrible
bacteria that causes the Black Death” (2020). While combat with
zombies was not so difficult to win, the chances for infection make any
form of combat unappealing and conditioned us to avoid it at all costs.
If the challenge of the game is to simulate difficulties disabled individ-
uals would face, it is reasonable for the designer to keep our focus on
issues of inaccessible navigation. When the game encourages an
avoidant approach to combat encounters like this, we are kept mindful
of our embodied experience through roleplay. This in turn allowed us
to feel the injustice of the situation through the constraints of unlikely
survivability in an inaccessible environment, something many disabled
individuals experienced firsthand during the Covid-19 pandemic. In
both object texts, the importance of roleplay is emphasized by the
systems to encourage us to produce our own meaning within the
game, separate from combat, challenging traditional TTRPGs in how
they position their system regarding their design intentions.
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DISABILITY INCLUSION
Inspirisles exemplifies collaboration with Deaf culture through the
creative decisions made between Richard Oxenham, the game
designer, and Rajnie Kaur and Moonlight Joy, the Deaf culture and
language consultants. In terms of representation, Inspirisles is thorough
with the information it provides regarding the diversity of identity
within the Deaf community and the importance ascribed to how some
of its members might choose to identify themselves in relation to it. For
example, it is common for many members of the Deaf community to
not consider themselves disabled but consider the Deaf culture to be a
minority culture (Scully 2012). As such, while Inspirisles explicitly deals
with disability themes and allows for depictions of disability identity,
at no point in the rule book does it administer the classification of
disability to the Deaf community. This illustrates the consultation for
this game as inclusive of the diverse identities of the Deaf community
(Scully 2012), allowing its members to approach the game as a friendly
space regardless of how they choose to identify themselves.
In SOTA, the realities of being disabled are definitively a highlight
of the game as they are what the game designer, Jacob Wood, is
attempting to emulate. While Wood is a blind creator, there is little
evidence to suggest other disabled creators provided input into the
game design to come up with mechanics for the disabilities Wood did
not have embodied knowledge of. Which is concerning because
Wood’s priority with SOTA was to develop,
…a game about empathy. You’ll play as someone with a disability
tasked with surviving a zombie plague, but the real villains of the
game are injustice, inaccessibility, and ableism. You won’t have modern
protections like the Americans with Disabilities Act to offer you protec-
tion against discrimination, and you won’t have modern technology to
make your life easier. You will have your wits, your guts, and your
determination.
Our hope is that by putting yourself in your character’s shoes,
you’ll start to feel angered and incensed at the way they are treated.
You’ll see the injustices that still impact people with disabilities to this
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day. You’ll also feel a great sense of accomplishment when you over-
come the odds and survive grueling challenges despite the setbacks
you face. Finally, you’ll recognize how to translate this experience to
the real world. (Embry 2019)
Empathy, being a main aspect of SOTA’s design, would make it
easy for players to take away piteous or overcoming narratives from
the experience. SOTA intends for you to be more likely to fail and, in
that depiction of unfairness, Wood is incentivizing us to be more
mindful of the injustices felt in reality. However, empathy has been
widely regarded, by disability media, performative activism, and RPG
studies scholars alike, as an inaccurate, problematic, and oversimpli-
fied view of how we feel viewing or playing another character that
inspires passivity instead of activism (Adams 2021; Boal 1985; Ruberg
2020).
However, I don’t see SOTA as inherently problematic but any merit
it has is largely dependent on how we, the players, approach the game.
If we choose to employ it discursively then we might seek to bring
about societal change as we observed Inspirisles being capable of in the
case study provided (Cullinan and Wood 277). Simultaneously, this
game design affords the player with room to employ crip negotiation
where problems arise from inaccessible environments the players find
themselves in and not the characters themselves, as discussed by Adan
Jerreat-Poole (2022).
Rather than fostering empathy, I see this game making a more
crucial intervention in disability representation by cultivating a game
space for better-designed characters with disabilities (Meehan 2021).
Hadley considers any depiction of disability as having a potentially
positive impact giving both the performer and the audience a call to
consider their own position as part of an ethical process (2014).
Though, she stipulates it be made apparent non-disabled performers
do not represent the disability community (2014). In this sense, the
game helps to combat disability erasure in modern media, which was a
major concern brought up by Wood in the creation of this game to
begin with (Wood 2022), while allowing the players to take a human-
TABLETOP ROLEPLAYING GAMES (TTRPGS)
207
izing approach to considering disabled individuals as multidi-
mensional.
CONCLUSION
Throughout this article, I have demonstrated how TTRPGs are compa-
rable sites for activism as other performance-based media, while
affording the actors and audience greater accessibility to the media
site. I also conveyed how these games are designed to achieve their
affordances for progressive disability themes, I would like to bring two
recommendations forward.
The first observes Inspirisles positioning itself to teach a new language,
making it fundamental to the playing of the game. By acquiring input from
consultants from the Deaf community, Oxenham created an Edu-RPG
teaching players about sign language and Deaf culture while engaging
with an immersive storytelling practice. As such, at their foundation,
games require input from the communities they are meant to benefit.
The second recommendation I make observes SOTA’s choice to
make the players reflect on disabled individuals and society. While the
game is intended to afford the player to break away from preconcep-
tions of disability in their character creation it also explicitly calls them
to reconsider how society regards accessibility needs. As such, to assist
players in navigating the topic of disability, games could use a set up
designed to destabilize preconceptions of social issues.
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I
A THRILLING ABYSS, OR HOW
SOMA TAUGHT ME TO
ENCOUNTER MYSELF
ASHLEIGH CASSEMERE-STANFIELD
did not know what to expect when I first skulked through Pathos
II a.k.a the second suffering. That place was a dark and derelict
undersea research station that had long ago fallen to ruin. Its
atmosphere was thick with dread and death, and it felt as if every
breath were a struggle against a darkness more crushing than the
ocean above me. More than once, I felt my face flush and my hands go
cold. Perhaps, I should have turned back before that place could
further unsettle my sense that I was capable of giving all that this
world demanded from me. Perhaps, I should have listened to my body
as it tried to take control and forcibly return me to the physical and
psychological comforts of home. Yet, I pressed on, fascinated and
afraid for my life, or at least, afraid for the life of Simon, my avatar in
SOMA’s inky hell on earth. Throughout this game, Simon is compelled
again and again to flee into inner shadow and isolation, and to take
refuge in caustic fantasies of an idyllic elsewhere — fantasies that drive
Simon towards his ruin. Though, what is ruin when your world can no
longer sustain you or support the things you thought you knew about
yourself?
Survival horror at its most humid and evocative, SOMA is a study
in the lengths human beings will go to preserve our comforting
212
ASHLEIGH CASSEMERE-STANFIELD
fantasies of ourselves, especially when those fantasies are all we have
within a threadbare and lonely world. In this game, you play as Simon
Jarrett, a once very ordinary man who undergoes a brain scan some-
time in the early 21st century, only to wake up downloaded into a
monstrous thing sometime in the early 22nd. Confused and pursued
by the other monstrous inhabitants of this world, I, as Simon, first
focused on the only thing I could do survive, survive for the sake of
itself. Survive things like the Construct — a former robot, now mutated
and overgrown with a sinuous and sickly combination of organic and
inorganic materials and the Fleshers naked, once human, now
very bloated corpses with bulbous, semi-machinic growths where
there heads ought be and what’s left of Jin Yoshida a corpse cum
semi-sentient diving suit with tentacles for a face, a sucking wound in
its chest, and hands slick with an inky black substance that SOMA’s
lore frames as the foundation of this world. That substance, referred to
in-game as both structure gel and black blood, allows all things to be
grafted to all others, without concern for what’s alive and what’s dead,
what’s organic and what’s inorganic, what’s conceivable and what’s
not. Black blood makes this wild grafting possible, because it makes all
things in SOMA’s world programmable and thus able to speak the
same computational language as Pathos II’s governing AI. It is because
of SOMA’s black blood that Simon even woke up in this place, given
that he is an amalgam of a woman’s dead flesh, his century old data,
and a camera or two all stuffed within a dive suit that has seen better
days, but not more interesting ones. Of course, when Simon first rises
from the dead, he thinks he is still the person he was the person
who was a part of a world and a community that valued him and
promised to protect him from the pain of his internal contradictions.
As is true for all of us, Simon misrecognizes himself and he does so not
out of a naive or unsophisticated false consciousness, but out of a deep
and life-sustaining attachment to a world that makes sense to him.
Because if that world survives, then maybe so can he.
Lauren Berlant might diagnose Simon as cruelly optimistic to the
extent that he is driven by an identity and by attachments that promise
to sustain him promise to help him survive even as the anachro-
nism of that identity and those attachments only intensify his precari-
A THRILLING ABYSS, OR HOW SOMA TAUGHT ME TO ENCO
213
Lauren Berlant, Cruel Optimism, (Durham, NC: Duke University Press, 2012), 23.
ty.i That is, Simon’s insistence on a fantasy of himself that he could not
embody condemns him to traverse Pathos II in a psychologically rigid
way that refuses to incorporate or even truly encounter the full scope
of his situation and the epistemic threats that it poses to his sense of
himself. Thus, by fleeing from reality, Simon only intensifies his experi-
ence of dukkha or, in other words, his experience of suffering in the
face of change, the unthinkable complexity of conditioned existence,
and the inescapable failure of epistemic distinctions between self and
other. Simon’s existential precarity and unwavering, if cruel optimism,
extends deep into SOMA’s themes and mechanics. Consistent with
other games of its genre, SOMA’s core loop consists of running and
hiding from antagonists whose hostile touch threatens death. That is,
within survival horror, survival is dependent on one’s ability to avoid
an encounter, and to thereby avoid coming face to face with the full
scope of one’s reality in all of its messy, dangerous details. Thus, Simon
avoids these other inhabitants of his world, much as he avoids psycho-
logical encounter with the inescapability of his situation. In either case,
their touch spells disaster, and so, within this game world, physical
and psychological avoidance are ontologically identical. This remains
true even when SOMA integrates a bit of procedural Hegelianism and
the Fleshers and Yoshida play with eye contact and its refusal in ways
that draw Simon into master-slave dyads. With the Fleshers, survival
demands that Simon avoid eye contact with them in yet another
evasion of contact and intimacy even intimacy at a distance with
a threat he cannot confront. With Yoshida, survival demands briefly
making eye contact with the monster, because doing so momentarily
renders Yoshida something like fascinated or confused and that briefly
slows him down and enables Simon to escape. Rather than intimacy,
here it is as if brief eye contact is a way for Simon to weaponize his
own existential precarity and to encourage Yoshida to recognize their
fundamental similarity and connection just long enough for Simon to
refuse the same by running away. Touch of all kinds is dangerous in
this world. And yet, Simon also investigates his environment through
touch. He performs data buffers that transfer the station’s memories of
i
214
ASHLEIGH CASSEMERE-STANFIELD
past events to his consciousness (and the player’s ears), he manipu-
lates items in order to gather lore or solve puzzles, and he kills non-
threatening NPCs either out of necessity or mercy. He does these
things and gains practical knowledge of this place and its history
without ever loosening his rigid and unworkable understanding of
that world and his place in it. Thus, even in these moments, touch
becomes a way for Simon to hold onto the knowability of the world
without letting himself truly know that world or who he has become
within it.
As deeply resonant as SOMA is with Berlant’s theorization of iden-
tity and attachment, this game does more than demonstrate this
theory or attempt to quickly resolve its questions. Rather, through
Simon’s precarity and avoidance, SOMA conditions its player to do
what Simon never learns to it conditions its player to recognize the
groundlessness and unworkability of their self-concept. More so, it
trains them to endure the nausea of that recognition and the ways in
which it often feels like being flayed alive. At the very least, that is
how this game impacted me, because I was midway through my PhD
when I first played it. That is, I was in an English Language and Liter-
ature program, ostensibly training to become a media scholar, and
staring down the exams that would allegedly prepare me to write the
dissertation, while also incidentally determining if I was even allowed
to continue in the program. Preparing for a test too frightening to feel
real was, like most of the program, an intense exfoliation of all the
comforting lies I told myself about what it means to be smart, or hard-
working, or kind. I had friends around me some of them preparing
for their own exams, some of them confused about what all the fuss
was about. In any case, I felt very lonely. Worse, I did not know how to
name that emotion and thus contain it, and so I experienced that
moment as a contradictory feeling of frenzied drift through a vaguely
hostile fog. Unlike Simon, I was not quite marooned on the ocean floor
fleeing from full recognition of my plight. However, I was over-
working in order to remain consistently distracted from the fast
approaching reality that I would become a proper scholar, but it
would be a fleshy, real, and thus necessarily flawed becoming, rather
than the pristine picture I had in my head. That picture was my caustic
A THRILLING ABYSS, OR HOW SOMA TAUGHT ME TO ENCO
215
fantasy of an idyllic elsewhere and it drove me full bore into pages
upon pages of note-taking for the most obscure of references, and
hours and hours of re-reading the same passages in fear that I missed
something that would tank my exam and cost me everything. By
chasing perfection, I was chasing a sense of safety from the winds of
capricious fate, and I was doing so as if passing that test could insulate
me from the violence and exclusion of a society that punishes the very
alterity that it needs. As if becoming scholar could mean freedom from
the inherent contingency of being a living (at least semi-) sentient
being.
Yet perfection is only possible in dreams and in some deeply
repressed way, I knew that. And so, as much as the overwork was
preparation, it was also activity for its own sake activity to keep me
moving and to pass the time, because what else was there to do when I
could not bear the actual meaning and possibility of the situation I was
in? My hero’s arc as Simon was emotionally quite similar. Early
enough in the first level, I made radio contact with another “survivor”
named Catherine and she tasks me to meet her in a distant part of the
station called Lambda. When I do, I find that she is also a scan that has
been downloaded into a machine. Unlike me, her data is not a century
old. Rather, she was a scientist at Pathos II and she was scanned just a
few months prior, just after the apocalypse took place on the surface
and while the other workers were approaching their own ends via
mutiny, starvation, and suicide. As such, resurrected Catherine is able
to breadcrumb details of what has happened, though she is somewhat
unreliable and untrustworthy. Perhaps more importantly, speaking
with Catherine gives me a capital “t” Task, which is to say that, in
response to her, I devise a quest that organizes the rest of the game.
That quest is to find a computational something called The ARK and to
launch it into space where it will use solar power to run for thousands
of years. This ark contains scans of a few dozen of Pathos II’s crew and
it can run a simulated environment for those scans, which Catherine
frames as paradise (though environmental details imply that these
simulations will function as a new, if unintentional hell). The conversa-
tion that first initializes this quest reveals that it is as much about
saving Catherine and myself as it is about passing the time.
216
ASHLEIGH CASSEMERE-STANFIELD
Thomas Grip, SOMA, (Frictional Games, 2015), PC.
Simon: “If we got to it, could we get on the ARK?”
Catherine: “I suppose, but I’m not exactly flexible at the moment.”
[brief pause]
Simon: “I’ll take us there. I can move, jump, swim sort of. You’re
stuck in the door opener the omnitool. I’ll just carry you there and
you’ll show me what to do.”
Catherine: “That sounds really risky besides I don’t like the idea
of you carrying me around.”
Simon: “Come on, Catherine. This is what you wanted to do. Your
final mission. Let’s launch the ARK!”
Catherine: “We would need to find a way to get into the abyss
can’t take the climber without a Power Suit. We’d probably have to go
to Theta and pray the DUNBAT’s still working."
Simon: “OK, so we go to Theta."
Catherine: “I don’t know, it’s pretty far.”
Simon: “Catherine, look around. What else is there to do?ii
Indeed, what else is there to do given how unbearable their situa-
tion is for Simon, and how threatening it is to his sense of himself.
Here and to the bitter end, he hopes to “get on” the ARK and to
thereby remove himself from his moment as if he could survive the
end of a world that he is inextricably tethered to. (Again, it may sound
grandiose, but as a graduate student with loans and little sense of a
future beyond my exams, I could relate.) And so, I made a copy of him
and of Catherine and I loaded them onto the ARK, much as I persisted
through all of Pathos II’s depths and evaded all of its demons. I did all
of this just to find and launch that machine — nay, that promise — into
the relative safety of outer space. Of course, at the very end of the
game, just after the ARK has been launched, Simon cries out in confu-
sion, because his fleshy form persists despite the launch of a machine
containing a digital copy of himself. He is confused despite masterful
foreshadowing from the writers and very direct explanations from
ii
A THRILLING ABYSS, OR HOW SOMA TAUGHT ME TO ENCO
217
Catherine herself. He is confused because that quest to pass the time
was also a quest to keep him distracted from the inescapable reality
that he had become a thing that he could not recognize or make peace
with. He had emerged from a situation so drastically transformative
that his sense of himself as human in a particular kind of way proved
inadequate to who he had actually become. Not only had his fantasies
of himself and his future fallen to the wayside, but he had outpaced his
own ability to imagine himself anew.
I could not have phrased it this way at the time, but I was afraid my
exams would leave me just as bereft of an imaginary as Simon had
been at the end of SOMA. The thought of failing them felt apocalyptic.
It felt as if sitting my exams and taking the risk was the equivalent of
stepping off the edge of the world. Yet, just before I took that step, the
world actually did end. I first played SOMA in fall of 2019. The first
cases of COVID-19 were confirmed in China that December. They tried
to contain the spread, but it was too late by then. In January 2020, the
first U.S. cases were confirmed. I was in Chicago. Lockdowns came in
March. We all know the rest of this story. We all remember how time
got weird, millions lost their jobs almost all at once, and essential
workers had to just keep going out so that the rest of us myself
included could stay semi-safe in crazy-making isolation. We all
remember how rapid development of the vaccines was still a moon-
shot and that prior to their completion in December 2020 there was no
semi-concrete end in sight. There was no future in sight and we were
collectively suffocated by a sense that this is it — even if we persist, this is
all there will ever be again. Perhaps it was this plague-driven sense that
we could not catch our collective breath that made America pay atten-
tion to the murder by suffocation of George Floyd despite this
country’s longstanding indifference to Black death (Black blood
subtends the real world too). The genre we were collectively living
through was, of course, survival horror, complete with a core loop in
which, like Simon, we fled again and again into inner shadow and
isolation, compelled by the case surges and the need to “flatten the
curve” lest the hospitals get overwhelmed and run out of beds and
meds. I do not pretend to understand the psychology of those who
would not lockdown, but I suspect their flagrancy was a way to live
218
ASHLEIGH CASSEMERE-STANFIELD
their fantasies of an idyllic elsewhere as if that elsewhere was the world
we were actually in. In any case, like Simon, theirs was a fantasy that
drove them (and all of us) deeper into ruin. They could not conceive of
the situation we were in and so they chose to live as if their imagi-
naries were more real than the real. For my part, I could not conceive
of it either, not entirely anyway, so, like many, I found a way to get
busier with work and hobbies, despite almost never leaving home.
To preserve a sliver of normalcy, I tried to continue on, at home, as
if nothing had changed. I continued studying and I continued
returning to SOMA as a companion to think with and an object to help
organize the utter bog of materials before me. I passed my exam in
May of 2020, and then I wrote my first dissertation chapter about this
game and all that it taught me about confronting a future that I do not
understand and may not be able to endure, about Black blood and all
the ways that it and its history informs our contemporary under-
standing of digitality, and about the ways that monstrosity and
biopower together kindle the actual world as we know it. Here, I
should say that I only played SOMA that first time because an advisor
recommended that I add it to one of my exam lists. Knowing almost
nothing about it beyond the trailer, I said, ok why not any break from
wrestling with Bergsonism is a worthy break indeed. I had not understood
myself as a videogame scholar prior to playing. I had understood
myself as a videogame lover, yes my mom bought me my first
console when I was 4. But, for reasons some of them to do with
gender and who gets to comfortably call themselves a gamer I had
not seen this as a path that I could dedicate myself to with the kind of
obsessive attention that I dedicate to other forms of scholarship. That
was until this game reflected me back to myself in a way that was
disarming, riveting, and comforting all at once and all during a time in
my life when I was not sure that I could get on board with the version
of myself I was frantically becoming. More than that, once the
pandemic began, SOMA channeled the vulnerability of a moment in
history whose impact I am still trying to make sense of. This game
taught me to endure exposure to the radical contingency of a future
that is not just unknowable and uncontrollable, but may well already
be exhausted before its even fully arrived. All the better that I played it
A THRILLING ABYSS, OR HOW SOMA TAUGHT ME TO ENCO
219
just before the world that made me actually fell apart, and I found
myself abruptly wide open to redefinitions of what was possible.
WORKS CITED
Berlant, Lauren. Cruel Optimism. Durham, NC: Duke University Press,
2012.
Grip, Thomas. SOMA. Frictional Games. PC. 2015.
ABOUT THE AUTHORS
Amarah Alghadban
Middle Eastern Studies
University of Chicago
amarahalghadban98@gmail.com
Jacqueline Burgess
School of Business and Creative Industries
University of the Sunshine Coast
jburgess@usc.edu.au
Ashleigh Cassemere-Stanfield
Film and Media Studies
Colgate University
acassemerestanfield@colgate.edu
William Charles Dunkel
Informatics
University of California - Irvine
Donald Bren Hall, 5019, Irvine, CA 92617, USA
wdunkel@uci.edu
Giuseppe William Femia
Disability Game Studies
University of Waterloo
gwfemia@uwaterloo.ca
Paul Gestwicki
Department of Computer Science
Ball State University
pvgestwicki@bsu.edu
Terry Greer
Games Academy
Falmouth University
Terry.Greer@falmouth.ac.uk
Christian Jones
School of Law and Society
University of the Sunshine Coast
cmjones@usc.edu.au
Daniil Kovalenko
Game Design
Uppsala University
durrarriit@gmail.com
Stephen Mallory
Game Design and Game Studies
College of Architecture and Design
Lawrence Technological University
smallorygamedesign@gmail.com
Michael Porretta
Humanities Department
York University
mike@greendragoncvr.com
Karen (Kat) Schrier
Games and Emerging Media
School of Communication and the Arts
Marist University
kschrier@gmail.com
Sian Tomkinson
Independent Researcher
Perth, Western Australia
siantomkinson@gmail.com
Xiang Kexin
School of Creative Media
City University of Hong Kong
kxiang9-c@my.cityu.edu.hk
WELL PLAYED EDITORIAL
ADVISORY
Editors
Drew Davidson
Ira Fay
Clara Fernández-Vara
Jane Pinckard
John Sharp
Editorial Advisory Board
Derek Burrill
Sean Duncan
Lisi Gopin
Katherine Isbister
Stephen Jacobs
Richard Lemarchand
Stone Librande
Brian Magerko
Celia Pearce
Arthur Protasio
Gabriela Richard
Sam Roberts
Doris Rusch
Matthew Sakey
David Simkins
Mark Sivak
Francisco Souki
Kurt Squire
Constance Steinkeuhler
Caro Williams-Pierce
David Wolinsky
ABOUT WELL PLAYED
What makes a game good? or bad? or better?
Well Played is a concept of providing in-depth close readings of
games that parse out the various meanings to be found through the
experience of playing a game. The term “well played” is used in
several senses. Initially it was in two ways. On the one hand, well
played is to games as well read is to books. So, a person who reads a
lot of books is “well read” and a person who plays a lot of games is
“well played.” On the other hand, well played as in well done. So, a
hand of poker can be “well played” by a person, and a game can be
“well played” by the development team. Jose Zagal has articulated a
third way of considering well played in an ethical sense. So, players
should consider how to play well in terms of not cheating, and devel-
opers should consider how to make games that treat players respect-
fully. And Bernie De Koven’s The Well Played Game, is a spiritual
precedence to the joys of playing well.
Well Played is a community of industry professionals, academics,
and media professionals working together on the journal, books,
singles and events as well as sharing topics for Well Played. It is a
forum for in-depth close readings of games that parse out the various
meanings to be found in the experience of playing a game. Contribu-
tors are encouraged to look at games through all three senses of “well
played,” analyzing sequences in a game in detail in order to illustrate
and interpret how the various components of a game can come
together to create a fulfilling playing experience unique to this
medium. Through our contributors, Well Played provides a variety of
perspectives on the value of games.
Through the journal, books, singles, and events, the goal of Well
Played is to continue developing and defining a literacy of games as
well as a sense of their value as an experience. Contributors are invited
to also discuss games in general (ranging from tabletop, to big games
and more) and how they are often designed for different fields (educa-
tion, entertainment, etc.) as we more fully develop a literacy around
games and play.
Games are a complex medium that merits careful interpretation
and insightful analysis. By inviting contributors to look closely at
games and the experience of playing them, we hope to expand the
discussion, and show how games are well played in a variety of ways.
ABOUT PLAY STORY PRESS
https://playstorypress.org/about/
Play Story PressTM is an open community publishing consortium
of/by/for the field and our community. It is a diamond open-access
academic publishing initiative in which contributors retain all their
intellectual property. Contributors work together to address issues as
quickly as possible and share ideas that have an impact and signifi-
cance in our society.
Play Story Press is a culmination of 20 years of open-access
publishing and collaborating with the community. Our founders
started ETC Press in 2005 as an experimental open-access academic
publishing imprint, and our success was a direct result of all the
quality work written by our community. Inspired by this, Play Story
PressTM is evolving to focus more on the community and field. The
consortium comprises an exceptional group of partner organizations
that will work together, shaping and supporting Play Story Press for
the field and community.
Publishing with Play Story Press is a friendly, supportive and
constructive process focused on encouraging the growth of quality
scholarship in this field. Play Story Press is committed to publishing
three types of work: peer-reviewed work (research-based books, text-
books, academic journals, conference proceedings), general audience
work (trade nonfiction, singles, Well Played singles), and research and
white papers. The common thread among these is a focus on issues
related to stories and play as they are applied across various fields.
The concepts of story and play are broad and diverse—from enter-
tainment and narrative to media studies and social studies, games and
technology to health and enjoyment, education and learning to design
and development, and more. Our authors come from a range of back-
grounds. Some are traditional academics. Some are practitioners. And
some work in between. Their ability to write about the impact of play
and story and their significance in society ties them all together.
In keeping with our mission, Play Story Press uses emerging tech-
nologies to design all our books and on-demand publishers to
distribute our e-books and print books through all the major retail
chains, such as Amazon, Barnes & Noble, Kobo, and Apple. We also
work with The Game Crafter to produce tabletop games.
We publish books but are also interested in the participatory future
of content creation across multiple media. We are exploring what it
means to publish across multiple media and versions. We believe this
is the future of publishing, bridging virtual and physical media with
fluid versions of publications and enabling the creative blurring of
what constitutes reading and writing.
We don’t carry an inventory ourselves. Instead, each print book is
created when somebody buys a copy. Since the Play Story Press is an
open-access publisher, every book, journal, and proceeding is available
as a free download, we're partnering with open-access supporters to
host our online repository, and we price our titles as inexpensively as
possible because we want people to have access to them. We’re most
interested in the sharing and spreading of ideas. Authors retain owner-
ship of their intellectual property. We release our books, journals, and
proceedings under a Creative Commons license.
Play Story Press is an independent non-profit organization
powered by input and involvement from the consortium, our contribu-
tors, and the community at large. This continues our innovations in
publishing, and we invite people to participate. Together, we can
explore and create the future of open academic publishing, sharing and
spreading ideas and knowledge that can help change the world for the
better.