SlideShare a Scribd company logo
1 of 6
Adrian Sotelo
Summer 2006
ENG 420
Prof. Rovner
Interpretation in Video Games
I think that most literary theorists can agree that one of the key components of a
narrative is the reader’s ability to give interpretation to the narrative. To transform the
story from just a sequence of constituent events to something that is a little more than just
the sum of its parts. It is through this feature that every time we read a book or watch a
movie it is different. The text, plot, dialogue, and sequence of events do not change
between readings, however our engagement with them does. In other words the way we
interpret those different elements does in fact change; because we’ve gotten older or saw
something there that we missed previously or for any other number of reasons.
Interpretation may not be the single defining quality of a narrative but it is a large one. I
also believe that it is the ability to interpret that is at the cornerstone of determining
whether or not a video game can be a narrative medium.
To clarify more precisely what I mean by interpretation I will define it as the
assignment of meaning. Usually this meaning is assigned to an event, however I hope to
show that in a video game meaning can also be assigned to an action. Furthermore I
would like to distinguish between meaningful interpretation and non-meaningful
interpretation. A non-meaningful interpretation is one that is not supported by the thing
that is being given meaning. For example if I interpreted the falling pieces of Tetris as the
struggle between communism and capitalism or interpret the game of Minesweeper as a
political commentary about the paparazzi’s involvement in Princess Diana’s death, I
would have made a non-meaningful interpretation. Everyone is in their right to see things
as they choose, but I do not believe that these sort of ad-hoc interpretations are useful for
this topic.
So, first let us begin by talking about video games as something we all agree that
they are, games. What is a game? Well, games have rules, things a player can and cannot
do. Games also have an objective, something the player is trying to accomplish. Also
games have an ending condition whether they end in a lose state or a win state. Now with
respect to these basic elements a video game is not much different from a board game or
sports game. I do not believe it appropriate to view a game of badminton or a baseball
game as a narrative. Perhaps the recounting of the games are narratives but not the games
themselves. I am claiming, however, that video games can be narratives so what is
different. In a game of badminton there is no meaningful interpretation of the rolling of
the dice. It is simply the application of the rules of the game. Its purpose, function, and
meaning cannot change between instances or between players in what I have described as
a meaningful way. In a video game however, a given action can be.
Take as example the two games Final Fantasy VIII and Suikoden II. In Final
Fantasy VIII there is an attack in the game where the player must repeatedly hit a button,
however at random intervals the game indicates to the player that he needs to
momentarily stop. The player must wait until the game says it’s ok to start hitting the
button again. If the player succeeds then the attack will deal more damage to its target. In
Suikoden II there is a fishing mini-game where the both the player and the virtual fish he
is trying to catch have a meter that is filled and emptied. The fish’s meter is controlled by
the game and will go up and down at the game’s discretion. The player must repeatedly
hit a button in order to fill his meter and must cease in order empty it. The player must
keep his meter at approximately the same height as the fish’s. These two mini-games
when stripped of their semiotics and varying representations end up being identical
games. The rules are to hit a button repeatedly when told to do so and stop when told to
stop. The objective is to not fail during the allotted time. If you hit the button when you
are not supposed to you lose, if you do not hit the button fast enough when you are, you
lose, and if you complete the objective you win. The playing of this game is not narrative;
even if you add back all the representations it still doesn’t make it any different from a
game of checkers or solitaire. The representations just mean that you have the same game
that has two different looks. A person could give the game different representations and
make it look however they please. Luckily for my argument, however, both Final
Fantasy VIII and Suikoden II have a little more to them that, as I said before, make them
different from your ordinary game.
In Final Fantasy VIII the player takes on the role of a member of Seed. They are
an elite group of mercenaries who can control the Guardian Forces, which are large
mystical beasts capable of great damage. In Suikoden II the player takes on the role of the
leader of the liberation army who needs to repel Highland forces from the City-State
Confederation. Now in Final Fantasy VIII during a fight sequence the player may choose
to summon one of the Guardian Forces and have him do damage to an enemy. It is during
this attack that the mini-game described above takes place. The mini-game simply serves
the function of allowing the Guardian Force to do extra damage, but because of all of the
other circumstances surrounding its usage I can interpret that mini-game as the player’s
character controlling the Guardian Force to the best of the player’s ability, which can be
construed to be the best of the character’s ability. This mini-game is not particularly easy
to win at so I may further interpret that controlling a Guardian Force is not an easy thing
to do which is why only a few people can do it. In Suikoden II the liberation army you
command is set up in a base. There are thousands of soldiers and their families stationed
there and they have needs. One of the things you can do as a commander is to go down to
the docks and fish. Here is where the fishing mini-game takes place. As you catch fish the
available food you can get at your restaurant increases. So I may interpret that as a leader
you are tending to the needs of those under your command. I can also interpret that
because the mini-game is not a required part of the overall game and that you may only
play when you are not doing anything else, that fishing is an act of leisure for the
character. So in this manner we as players can take the exact same game and apply to it
different interpretations, which completely changes the nature of the actions we perform.
In essence we transform a simple series of operations into something that is more than the
sum of its parts. These interpretations are furnished completely by the player as they are
not explicit anywhere else. Furthermore, my interpretations are only one possible way of
looking at things, it is perfectly reasonable that someone else sees something entirely
different or even sees the same things I do but more. On top of that it is possible that in
subsequent playings of the game my personal interpretations of the actions I perform do
change. This is the same kind of interactivity a reader has with any other kind of narrative
and it is for this reason that I believe video games can hold a narrative.
Now it’s important to note that the ability to interpret actions does not exist only
because of the presence of a plot. In fact I want to stress that the interpretations above are
not interpretations of the plot, they are interpretations of actual physical actions
performed by the character, who is controlled by the player. The plot in these games is
usually presented in predetermined sequences. In other words they are separate from the
gameplay. It is perfectly feasible to imagine a video game that is a movie with a few
games scattered in them. This is not what I am describing. The mini-games interpretive
value exists because in these cases the story and the gameplay are integrated, one is not
subservient to the other. This balance and harmony between the two aspects of a video
game (story and gameplay) is, I believe, not only the key to making video games that are
also narratives, but also the key to making great video games that are narratives.
not interpretations of the plot, they are interpretations of actual physical actions
performed by the character, who is controlled by the player. The plot in these games is
usually presented in predetermined sequences. In other words they are separate from the
gameplay. It is perfectly feasible to imagine a video game that is a movie with a few
games scattered in them. This is not what I am describing. The mini-games interpretive
value exists because in these cases the story and the gameplay are integrated, one is not
subservient to the other. This balance and harmony between the two aspects of a video
game (story and gameplay) is, I believe, not only the key to making video games that are
also narratives, but also the key to making great video games that are narratives.

More Related Content

Viewers also liked

Viewers also liked (9)

RETAIL MERCHANT
RETAIL MERCHANTRETAIL MERCHANT
RETAIL MERCHANT
 
How to deposit money in a bank
How to deposit money in a bankHow to deposit money in a bank
How to deposit money in a bank
 
Vegetation index
Vegetation indexVegetation index
Vegetation index
 
How to withdraw money from ATM
How to withdraw money from ATMHow to withdraw money from ATM
How to withdraw money from ATM
 
Елена Николаева. Проектное управление в Медиа: как объединить творчество и би...
Елена Николаева. Проектное управление в Медиа: как объединить творчество и би...Елена Николаева. Проектное управление в Медиа: как объединить творчество и би...
Елена Николаева. Проектное управление в Медиа: как объединить творчество и би...
 
Sbi life smart scholar 100 k (5 yrs payment)
Sbi life smart scholar   100 k (5 yrs payment)Sbi life smart scholar   100 k (5 yrs payment)
Sbi life smart scholar 100 k (5 yrs payment)
 
Balantidium coli
Balantidium coliBalantidium coli
Balantidium coli
 
2014 quartly q paper sslc
2014 quartly q paper sslc2014 quartly q paper sslc
2014 quartly q paper sslc
 
Investment Banking - Marketing - EXTERNAL
Investment Banking - Marketing - EXTERNALInvestment Banking - Marketing - EXTERNAL
Investment Banking - Marketing - EXTERNAL
 

Similar to Interpretation

Analysing two games reviews
Analysing two games reviewsAnalysing two games reviews
Analysing two games reviewsairidascironka
 
Game questionnaire with pie charts
Game questionnaire with pie chartsGame questionnaire with pie charts
Game questionnaire with pie chartshaverstockmedia
 
Level design and devlopment part 2 stories and narrative
Level design and devlopment part 2  stories and narrativeLevel design and devlopment part 2  stories and narrative
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
 
A field guide for design leaders in Transformational Games
A field guide for design leaders in Transformational GamesA field guide for design leaders in Transformational Games
A field guide for design leaders in Transformational Gamessaerunda
 
Sabrina Haskell Culyba - A Field Guide for Design Leaders on Transformational...
Sabrina Haskell Culyba - A Field Guide for Design Leaders on Transformational...Sabrina Haskell Culyba - A Field Guide for Design Leaders on Transformational...
Sabrina Haskell Culyba - A Field Guide for Design Leaders on Transformational...SeriousGamesAssoc
 
Kings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UXKings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UXDori Adar
 
Psychological Games People Play - Transactional Analysis
Psychological Games People Play - Transactional AnalysisPsychological Games People Play - Transactional Analysis
Psychological Games People Play - Transactional AnalysisManu Melwin Joy
 

Similar to Interpretation (20)

Analysing two games reviews
Analysing two games reviewsAnalysing two games reviews
Analysing two games reviews
 
Research results
Research resultsResearch results
Research results
 
Research
ResearchResearch
Research
 
5. proposal
5. proposal5. proposal
5. proposal
 
Game questionnaire with pie charts
Game questionnaire with pie chartsGame questionnaire with pie charts
Game questionnaire with pie charts
 
Level design and devlopment part 2 stories and narrative
Level design and devlopment part 2  stories and narrativeLevel design and devlopment part 2  stories and narrative
Level design and devlopment part 2 stories and narrative
 
Videogame evaluation
Videogame evaluationVideogame evaluation
Videogame evaluation
 
4. proposal
4. proposal4. proposal
4. proposal
 
A field guide for design leaders in Transformational Games
A field guide for design leaders in Transformational GamesA field guide for design leaders in Transformational Games
A field guide for design leaders in Transformational Games
 
Sabrina Haskell Culyba - A Field Guide for Design Leaders on Transformational...
Sabrina Haskell Culyba - A Field Guide for Design Leaders on Transformational...Sabrina Haskell Culyba - A Field Guide for Design Leaders on Transformational...
Sabrina Haskell Culyba - A Field Guide for Design Leaders on Transformational...
 
My game
My game My game
My game
 
2. research
2. research2. research
2. research
 
7. evaluation(3)
7. evaluation(3)7. evaluation(3)
7. evaluation(3)
 
Proposal
ProposalProposal
Proposal
 
Role playing games
Role playing gamesRole playing games
Role playing games
 
Kings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UXKings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UX
 
Grahpical style
Grahpical styleGrahpical style
Grahpical style
 
Grahpical style irene
Grahpical style ireneGrahpical style irene
Grahpical style irene
 
Psychological Games People Play - Transactional Analysis
Psychological Games People Play - Transactional AnalysisPsychological Games People Play - Transactional Analysis
Psychological Games People Play - Transactional Analysis
 
My game
My game My game
My game
 

Interpretation

  • 1. Adrian Sotelo Summer 2006 ENG 420 Prof. Rovner Interpretation in Video Games I think that most literary theorists can agree that one of the key components of a narrative is the reader’s ability to give interpretation to the narrative. To transform the story from just a sequence of constituent events to something that is a little more than just the sum of its parts. It is through this feature that every time we read a book or watch a movie it is different. The text, plot, dialogue, and sequence of events do not change between readings, however our engagement with them does. In other words the way we interpret those different elements does in fact change; because we’ve gotten older or saw something there that we missed previously or for any other number of reasons. Interpretation may not be the single defining quality of a narrative but it is a large one. I also believe that it is the ability to interpret that is at the cornerstone of determining whether or not a video game can be a narrative medium. To clarify more precisely what I mean by interpretation I will define it as the assignment of meaning. Usually this meaning is assigned to an event, however I hope to show that in a video game meaning can also be assigned to an action. Furthermore I would like to distinguish between meaningful interpretation and non-meaningful interpretation. A non-meaningful interpretation is one that is not supported by the thing that is being given meaning. For example if I interpreted the falling pieces of Tetris as the struggle between communism and capitalism or interpret the game of Minesweeper as a
  • 2. political commentary about the paparazzi’s involvement in Princess Diana’s death, I would have made a non-meaningful interpretation. Everyone is in their right to see things as they choose, but I do not believe that these sort of ad-hoc interpretations are useful for this topic. So, first let us begin by talking about video games as something we all agree that they are, games. What is a game? Well, games have rules, things a player can and cannot do. Games also have an objective, something the player is trying to accomplish. Also games have an ending condition whether they end in a lose state or a win state. Now with respect to these basic elements a video game is not much different from a board game or sports game. I do not believe it appropriate to view a game of badminton or a baseball game as a narrative. Perhaps the recounting of the games are narratives but not the games themselves. I am claiming, however, that video games can be narratives so what is different. In a game of badminton there is no meaningful interpretation of the rolling of the dice. It is simply the application of the rules of the game. Its purpose, function, and meaning cannot change between instances or between players in what I have described as a meaningful way. In a video game however, a given action can be. Take as example the two games Final Fantasy VIII and Suikoden II. In Final Fantasy VIII there is an attack in the game where the player must repeatedly hit a button, however at random intervals the game indicates to the player that he needs to momentarily stop. The player must wait until the game says it’s ok to start hitting the button again. If the player succeeds then the attack will deal more damage to its target. In Suikoden II there is a fishing mini-game where the both the player and the virtual fish he is trying to catch have a meter that is filled and emptied. The fish’s meter is controlled by
  • 3. the game and will go up and down at the game’s discretion. The player must repeatedly hit a button in order to fill his meter and must cease in order empty it. The player must keep his meter at approximately the same height as the fish’s. These two mini-games when stripped of their semiotics and varying representations end up being identical games. The rules are to hit a button repeatedly when told to do so and stop when told to stop. The objective is to not fail during the allotted time. If you hit the button when you are not supposed to you lose, if you do not hit the button fast enough when you are, you lose, and if you complete the objective you win. The playing of this game is not narrative; even if you add back all the representations it still doesn’t make it any different from a game of checkers or solitaire. The representations just mean that you have the same game that has two different looks. A person could give the game different representations and make it look however they please. Luckily for my argument, however, both Final Fantasy VIII and Suikoden II have a little more to them that, as I said before, make them different from your ordinary game. In Final Fantasy VIII the player takes on the role of a member of Seed. They are an elite group of mercenaries who can control the Guardian Forces, which are large mystical beasts capable of great damage. In Suikoden II the player takes on the role of the leader of the liberation army who needs to repel Highland forces from the City-State Confederation. Now in Final Fantasy VIII during a fight sequence the player may choose to summon one of the Guardian Forces and have him do damage to an enemy. It is during this attack that the mini-game described above takes place. The mini-game simply serves the function of allowing the Guardian Force to do extra damage, but because of all of the other circumstances surrounding its usage I can interpret that mini-game as the player’s
  • 4. character controlling the Guardian Force to the best of the player’s ability, which can be construed to be the best of the character’s ability. This mini-game is not particularly easy to win at so I may further interpret that controlling a Guardian Force is not an easy thing to do which is why only a few people can do it. In Suikoden II the liberation army you command is set up in a base. There are thousands of soldiers and their families stationed there and they have needs. One of the things you can do as a commander is to go down to the docks and fish. Here is where the fishing mini-game takes place. As you catch fish the available food you can get at your restaurant increases. So I may interpret that as a leader you are tending to the needs of those under your command. I can also interpret that because the mini-game is not a required part of the overall game and that you may only play when you are not doing anything else, that fishing is an act of leisure for the character. So in this manner we as players can take the exact same game and apply to it different interpretations, which completely changes the nature of the actions we perform. In essence we transform a simple series of operations into something that is more than the sum of its parts. These interpretations are furnished completely by the player as they are not explicit anywhere else. Furthermore, my interpretations are only one possible way of looking at things, it is perfectly reasonable that someone else sees something entirely different or even sees the same things I do but more. On top of that it is possible that in subsequent playings of the game my personal interpretations of the actions I perform do change. This is the same kind of interactivity a reader has with any other kind of narrative and it is for this reason that I believe video games can hold a narrative. Now it’s important to note that the ability to interpret actions does not exist only because of the presence of a plot. In fact I want to stress that the interpretations above are
  • 5. not interpretations of the plot, they are interpretations of actual physical actions performed by the character, who is controlled by the player. The plot in these games is usually presented in predetermined sequences. In other words they are separate from the gameplay. It is perfectly feasible to imagine a video game that is a movie with a few games scattered in them. This is not what I am describing. The mini-games interpretive value exists because in these cases the story and the gameplay are integrated, one is not subservient to the other. This balance and harmony between the two aspects of a video game (story and gameplay) is, I believe, not only the key to making video games that are also narratives, but also the key to making great video games that are narratives.
  • 6. not interpretations of the plot, they are interpretations of actual physical actions performed by the character, who is controlled by the player. The plot in these games is usually presented in predetermined sequences. In other words they are separate from the gameplay. It is perfectly feasible to imagine a video game that is a movie with a few games scattered in them. This is not what I am describing. The mini-games interpretive value exists because in these cases the story and the gameplay are integrated, one is not subservient to the other. This balance and harmony between the two aspects of a video game (story and gameplay) is, I believe, not only the key to making video games that are also narratives, but also the key to making great video games that are narratives.