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10/12/2015 CC5102 1422619
CW 2 Essay
At firstglance Journey byThatgamecompanydoesnotseemtohave muchincommonwith The
ObjectLesson writtenbyEdwardGorey.If one takesa closerlookone can findsimilaritiesin
archetypes;the waythe storyis presentedandbothendingandbeginning.
Journeyisa game about wakingupas an unidentifiedcreature,inadessertlandscape,withonlya
mountaininthe distance.Itisnot explainedwhy,butitismade clearthat thisisthe destination.You
embarkon a journey,possiblyjoinedbyanotherplayerif desiredandmake yourwaytowardsyour
goal.There isno dialogue orwrittentextinthisgame- itispurelyvisual andthe playershave to
interpretthe storythemselves,usingthe optionsandimagesprovided.
The ObjectLessonisa picture basedstorywithannotationswrittenbelow.Althoughthisstory
providestext,unlike Journey,ithasplotthat isevenmore difficulttodistinguish.The readershave
to make theirowninterpretationsbasedonthe textandimagesprovided.The maincharacterfirst
setsout ona journey,encounteringdifferentpeople andtravelingtodifferentlocations,
experiencingdifferentthings.
Existentialismseemstobe the strongestelementinJourneyasthe playeristhrow intoa scenario
withno knowledge of the worldtheyare enteringandwithoutknowingwhytheyare there ortheir
purpose.The grandstructure of designinthe game can easilymake the playerfeelinsignificantand
small,especiallyincomparisontothe communicationwithotherplayers.The onlywayto
communicate isbya musical tone and withwhite shininglight,whichcanmake the playerfeel
inadequate.The wayJourneyusesimageshelpsengage the audience inthe story,withease,and
providesadeeperemotional connectionthatismeanttoevoke the feelingof existentialismby
portrayingthe messagesof eachlevel andsceneryinthe mostphysical waypossible.
In The ObjectLesson,asthere isno concrete plotobvioustothe reader,theyare leftwitha sense of
inadequacy,leavingthe readerfeelingconfusedandincompetent.The storyseemsuncertainwith
several differentcomponentssuchasthe ThrobblefootSpectre presentingthe characterwitha
lengthof stringor the Echo tellingthe peopleinthe dinghytocountthe spoons.These are all parts
of the story,whichhave nodirectrelevance tothe nextsetof images.Thiscan create the feeling of
hopelessness.
In Kierkegaard:Concluding UnscientificPostscripts itisstatedthat
“The settingisnotthe fairylandof the imagination,where poetryproducesconsummation,
nor isthe settinglaidinEngland,andhistorical accuracyisnot a concern. The settingis
inwardnessinexistingasa humanbeing;the concretionisthe relationof the existence-
categoriestoone another”(2009)
Thisrelatestoboth JourneyandThe ObjectLessonas existentialismisafactor playingapart in both
texts.Regardlessif the settingisinEnglandora fairly,the true settingisthe heart,personalityand
emotionsof acharacter that trulymatters.The true purpose isto questionyourcharacter’s
existence andbeing.Where doesyoucharacterbelong?Whyisyoucharacter there?Sobothpieces
makesthe reader/playerquestiontheirplace inthe story.Thiscreatesanexistentialistfeelasthe
audience feellikeasmall piece of somethingmuchlargerandtheirimportance andpurpose are
bothkeptambiguous.
10/12/2015 CC5102 1422619
In J.J. Jonaspiece The Twelve Archetypes,basedonthe researchbyCarol S. Pearson,there are
several differentarchetypeswhichconformtothose of bothJourneyandthe ObjectLesson.Both
Journeyandthe ObjectLessonhave a vague descriptionontheirmaincharacter.InJourneyyouget
no informationonyourplayable characterotherthanitsphysical appearance,whatactionsitcan
performandhow itinteractswithotherobjects.InThe ObjectLessonthe maincharacter isgoing
throughseveral differentscenarios,meetingdifferentcharacters,butthe dialogueisneitherlong
nor informative andmaincharacterinteractionsdonotprovide anyinformationonhisintentionsor
personality.
The Seekerisonof J. J.Jonas’stwelve archetypes,whichwouldbe the archetype thatismost
befittingof boththe maincharactersinthe twopieces.
“The Seekerleavesthe knowntodiscoverandexplore the unknown.Thisinnerrugged
individualbraveslonelinessandisolationtoseekoutnew paths.Oftenoppositional,this
iconoclasticarchetype helpsusdiscoverouruniqueness,ourperspectives,andourcallings.
Seekersare lookingforsomethingthatwill improve theirlifeinsome way,butindoingso
may notrealize thattheyhave muchalreadyinside themselves.Theyembrace learningand
are ambitiousintheirquestandoftenavoidthe encumbranceof supportfromothers.
Needingto'doit themselves',theykeepmovinguntil theyfindtheirgoal (andusuallytheir
true self too).”
Thisis closelylinkedtoexistentialisttheoryanditisaboutfindingone’strue self andtrue meaning.
Beingambiguousintheirquestisall aboutthe unknownandfindingoutwhatyourcharacter’strue
goal is.
In Journeyyouwake upalone withnoknowledgeof yourpurpose orgoal.You are surroundedby
sand andwrappedinlonelinessinadesertedworld.The Seekerisaboutfindingyourtrue purpose,
whichiswhat Journeywantsthe playerstoexperience.Excludingotherplayers,yourcharacteristhe
onlycharacter inthe game.There are stones inthe sand similartograve stonesandit all bringsthe
playera feelingof theircharacterhavinga true purpose inthisdesertedworld;findinganswersand
seekingoutabetterlife.ThoughJ.J.Jonasgivesthe impressionthatThe Seekerwouldstray away
fromsupportfrom others,Journeyisoppositeinitsgoal byencouragingthe playertofinda
companion.Howeverthisisnotanecessity.The playerdoesnotneedacompaniontocomplete or
enjoythe game butit doesprovide asense of the lasthope and givesthe playerone single lightof
hope to holdonto- notbeingcompletelyalone.
In the ObjectLessonthe storystarts off inwhat isbelievedtobe the maincharactershouse.Aftera
seriesof events,suchasnotfindinghislordship’sartificial limbandgettingthe tongs,he setsoutfor
the edge of the lake.Neitherof these thingswill reoccurlaterinthe storybutit doesgive the reader
a sense of wonderandthat the character is searchingforsomethingandhasa goal whichhe will
questfor.The Seekeravoidsthe encumbrance of support,fromothers,whichrelatestoThe Object
Lesson.Thoughthe maincharacter meetsseveral people onhisway,he isalwaystravelingalone.
The readerdoesnot geta sense of whatthischaracter’sgoal is, what he is seekingorwhyhe has
decidedtogo insearchof thisgoal.However,thisstill linksbacktothe Seeker.“The Seekerleaves
the knownto discoverandexplore the unknown”,whichiswhatthe characterdoes;withor without
a concrete goal.
Both of the storiesinvolve aseeker,embarkingonanadventure andlookingforsomethingthatis
concealedfromthe audience.The charactersdoencounterotherpeople/charactersandmostof
10/12/2015 CC5102 1422619
theirjourneyisundertakenalone- notphysically,butmentally.Bothof the characterskeepmoving
until theyfindtheirgoal,ortheirtrue purpose intheirexistence.
As previouslystated,JourneyandThe Objectlessondonotshare muchof the same plotand
storyline,however,several componentsare similar,suchastheir beginningandending.
Journeyprovidesthe playerthe feelingof startinginthe middle of astory.The playercharacter
appearsalone inthe dessert,withoutanyprologue andwithoutanyvisual orspokenaid,which
explainswhytheyare there andwhatthe playerisexpectedtodo.Laterin the game youwill get
several imageswhichgive the interpretationthatthe playerisbeingshow whathappenedinthe
past andwhy there are no otherformsof life,exceptyouthe maincharacter,thoughthisdoesnot,
specifically,explainwhatyouthe characterisdoingthere and how youtheygot there- onlywhat
mighthave happenedinthe pastand to the surroundingworld.However,aspreviouslymentioned,
the playerhas noway of findingouthowlongithas been.
In The ObjectLessonthe firstsentence is“ItwasalreadyThursday”whichisa typical introductionto
a story,but as the followingsentencesdonotlinkinwiththis,there isnodefinitivearticle forthe
readerto holdonto, whichgivesthe feelingof insecurityasthe audience issweptintotoastory,
withno knowledge of whathashappenedbeforehand.
Both introductionsare connectedinawayof uncertainty.The reader/playerdoesnotknow how
theygot there andwhytheyare there.Thisisa way of drivingthe audience intoreading/playingon
as theyare curiousto findoutwhytheyare there.The existential feelinggivesasense of
hopelessnessfornotunderstanding,whichwill carryonthroughoutthe stories,whichhelpspush
the audience intothinkingandrevaluatingtheirfirstthoughtaboutJourneyandThe ObjectLesson.
The objectLessonand Journeystartedwithsimilarcomponentsandtheyalsoendwithsimilar
components.
There isno real answerto whathappensto the character at the endof journey.Once the character
arrivesat the top of the mountainandentersacrack filledwithlight,where theydisappear,the
game ends.The playercan see a shiningstarrisingfromthe mountain,driftingoverthe sky.The
playerhasreachedtheirgoal, andsimilartothe beginning,itisa veryabruptend.There are still
multiple answersquestionsthathave notbeenanswered,andthe game doesnotprovide the
audience withaclearoutline of the ending.Howeverthisisawayof keepingthe playeralert until
the endand will make ithardto forgetthe game as itprovokesthe thoughtof what happenedtothe
character and whathappensnext.The storycontinuesinthe audienceshead.
The ObjectLessondoesnotcontaina clearending,asthe story lacksa conclusive statementforthe
reader.However,itcontainssimilarelementsinitsending,comparedtoJourney.Itisan abrupt
ending,where the characterandtwofemalesretire tothe kiosk,where theydiscoverthe cakesiced
ina particularshade of greenandthe tea-urnempty.Insidethe tea-urnthere isanote saying
farewell.
One can assume that the greenfrostingisfromthe cake beingoutfor too long,andthe teahad
alreadybeenfinished.Thisgivesabitmore depthtothe storyas it providesthe potential goal for
the maincharacter. Perhapshe waslookingforsomeone butwhenhe arrivedshe hasalreadyleft,
leavingthe readerswonderingwhythatnote wasthere,whowrote it andwhat will happennext.
Thisleavesthe more readerwithmore questionsthananswersandencouragesthemtoquestion
the true purpose behindthe protagonist’squest.
10/12/2015 CC5102 1422619
The two pieceshave multiple similaritiesandseveral differences.Theirbiggestconnectionistheir
wayof makingthe audience questionthe storyandtheirpartin it.Theyare boththoughtprovoking
leavinganimpressiononthe reader/playerthatleavesthemquestioningthe purpose of eachstory
and the role that the characters fulfil in them, asaway of reflectingthe uncertaintyof life,asshown
by existentialisttheories.
Annotated Bibliography:
Kierkegaard,S.andHannay,A.,2009. Kierkegaard:ConcludingUnscientificPostscript.Cambridge
UniversityPress.
Kierkegaardiswidely believedtobe the firstexistentialistphilosopher.Hispiece on
existentialistishelpful asitisone of the biggestsimilaritiesinthe twopiecesselectedfor
thisassignment.The quote useddescribeshow the settingisnotaboutthe location,butthe
heartof the character and howthe character reflectof itsownexistence,andhow that
makesthe audience feel,whichis abigpart JourneyandThe Object Lesson.
J. J.Jonas
J. J.Jonas providedapiece withdifferentarchetypeswell detailed.Thiswasveryhelpful for
the textas almosteverystoryhave archetypes,andeventhoughbothJourneyandThe
ObjectLessonisnotthe conventionalwayof storytelling,itshowsone can still find
archetypesinmostcharacters.No matterhow little the audience knowsaboutthem.You
can finditbasedon theirgoal,theirlook,orjusttheirgeneral being.

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CC5102 CW 2 Essay

  • 1. 10/12/2015 CC5102 1422619 CW 2 Essay At firstglance Journey byThatgamecompanydoesnotseemtohave muchincommonwith The ObjectLesson writtenbyEdwardGorey.If one takesa closerlookone can findsimilaritiesin archetypes;the waythe storyis presentedandbothendingandbeginning. Journeyisa game about wakingupas an unidentifiedcreature,inadessertlandscape,withonlya mountaininthe distance.Itisnot explainedwhy,butitismade clearthat thisisthe destination.You embarkon a journey,possiblyjoinedbyanotherplayerif desiredandmake yourwaytowardsyour goal.There isno dialogue orwrittentextinthisgame- itispurelyvisual andthe playershave to interpretthe storythemselves,usingthe optionsandimagesprovided. The ObjectLessonisa picture basedstorywithannotationswrittenbelow.Althoughthisstory providestext,unlike Journey,ithasplotthat isevenmore difficulttodistinguish.The readershave to make theirowninterpretationsbasedonthe textandimagesprovided.The maincharacterfirst setsout ona journey,encounteringdifferentpeople andtravelingtodifferentlocations, experiencingdifferentthings. Existentialismseemstobe the strongestelementinJourneyasthe playeristhrow intoa scenario withno knowledge of the worldtheyare enteringandwithoutknowingwhytheyare there ortheir purpose.The grandstructure of designinthe game can easilymake the playerfeelinsignificantand small,especiallyincomparisontothe communicationwithotherplayers.The onlywayto communicate isbya musical tone and withwhite shininglight,whichcanmake the playerfeel inadequate.The wayJourneyusesimageshelpsengage the audience inthe story,withease,and providesadeeperemotional connectionthatismeanttoevoke the feelingof existentialismby portrayingthe messagesof eachlevel andsceneryinthe mostphysical waypossible. In The ObjectLesson,asthere isno concrete plotobvioustothe reader,theyare leftwitha sense of inadequacy,leavingthe readerfeelingconfusedandincompetent.The storyseemsuncertainwith several differentcomponentssuchasthe ThrobblefootSpectre presentingthe characterwitha lengthof stringor the Echo tellingthe peopleinthe dinghytocountthe spoons.These are all parts of the story,whichhave nodirectrelevance tothe nextsetof images.Thiscan create the feeling of hopelessness. In Kierkegaard:Concluding UnscientificPostscripts itisstatedthat “The settingisnotthe fairylandof the imagination,where poetryproducesconsummation, nor isthe settinglaidinEngland,andhistorical accuracyisnot a concern. The settingis inwardnessinexistingasa humanbeing;the concretionisthe relationof the existence- categoriestoone another”(2009) Thisrelatestoboth JourneyandThe ObjectLessonas existentialismisafactor playingapart in both texts.Regardlessif the settingisinEnglandora fairly,the true settingisthe heart,personalityand emotionsof acharacter that trulymatters.The true purpose isto questionyourcharacter’s existence andbeing.Where doesyoucharacterbelong?Whyisyoucharacter there?Sobothpieces makesthe reader/playerquestiontheirplace inthe story.Thiscreatesanexistentialistfeelasthe audience feellikeasmall piece of somethingmuchlargerandtheirimportance andpurpose are bothkeptambiguous.
  • 2. 10/12/2015 CC5102 1422619 In J.J. Jonaspiece The Twelve Archetypes,basedonthe researchbyCarol S. Pearson,there are several differentarchetypeswhichconformtothose of bothJourneyandthe ObjectLesson.Both Journeyandthe ObjectLessonhave a vague descriptionontheirmaincharacter.InJourneyyouget no informationonyourplayable characterotherthanitsphysical appearance,whatactionsitcan performandhow itinteractswithotherobjects.InThe ObjectLessonthe maincharacter isgoing throughseveral differentscenarios,meetingdifferentcharacters,butthe dialogueisneitherlong nor informative andmaincharacterinteractionsdonotprovide anyinformationonhisintentionsor personality. The Seekerisonof J. J.Jonas’stwelve archetypes,whichwouldbe the archetype thatismost befittingof boththe maincharactersinthe twopieces. “The Seekerleavesthe knowntodiscoverandexplore the unknown.Thisinnerrugged individualbraveslonelinessandisolationtoseekoutnew paths.Oftenoppositional,this iconoclasticarchetype helpsusdiscoverouruniqueness,ourperspectives,andourcallings. Seekersare lookingforsomethingthatwill improve theirlifeinsome way,butindoingso may notrealize thattheyhave muchalreadyinside themselves.Theyembrace learningand are ambitiousintheirquestandoftenavoidthe encumbranceof supportfromothers. Needingto'doit themselves',theykeepmovinguntil theyfindtheirgoal (andusuallytheir true self too).” Thisis closelylinkedtoexistentialisttheoryanditisaboutfindingone’strue self andtrue meaning. Beingambiguousintheirquestisall aboutthe unknownandfindingoutwhatyourcharacter’strue goal is. In Journeyyouwake upalone withnoknowledgeof yourpurpose orgoal.You are surroundedby sand andwrappedinlonelinessinadesertedworld.The Seekerisaboutfindingyourtrue purpose, whichiswhat Journeywantsthe playerstoexperience.Excludingotherplayers,yourcharacteristhe onlycharacter inthe game.There are stones inthe sand similartograve stonesandit all bringsthe playera feelingof theircharacterhavinga true purpose inthisdesertedworld;findinganswersand seekingoutabetterlife.ThoughJ.J.Jonasgivesthe impressionthatThe Seekerwouldstray away fromsupportfrom others,Journeyisoppositeinitsgoal byencouragingthe playertofinda companion.Howeverthisisnotanecessity.The playerdoesnotneedacompaniontocomplete or enjoythe game butit doesprovide asense of the lasthope and givesthe playerone single lightof hope to holdonto- notbeingcompletelyalone. In the ObjectLessonthe storystarts off inwhat isbelievedtobe the maincharactershouse.Aftera seriesof events,suchasnotfindinghislordship’sartificial limbandgettingthe tongs,he setsoutfor the edge of the lake.Neitherof these thingswill reoccurlaterinthe storybutit doesgive the reader a sense of wonderandthat the character is searchingforsomethingandhasa goal whichhe will questfor.The Seekeravoidsthe encumbrance of support,fromothers,whichrelatestoThe Object Lesson.Thoughthe maincharacter meetsseveral people onhisway,he isalwaystravelingalone. The readerdoesnot geta sense of whatthischaracter’sgoal is, what he is seekingorwhyhe has decidedtogo insearchof thisgoal.However,thisstill linksbacktothe Seeker.“The Seekerleaves the knownto discoverandexplore the unknown”,whichiswhatthe characterdoes;withor without a concrete goal. Both of the storiesinvolve aseeker,embarkingonanadventure andlookingforsomethingthatis concealedfromthe audience.The charactersdoencounterotherpeople/charactersandmostof
  • 3. 10/12/2015 CC5102 1422619 theirjourneyisundertakenalone- notphysically,butmentally.Bothof the characterskeepmoving until theyfindtheirgoal,ortheirtrue purpose intheirexistence. As previouslystated,JourneyandThe Objectlessondonotshare muchof the same plotand storyline,however,several componentsare similar,suchastheir beginningandending. Journeyprovidesthe playerthe feelingof startinginthe middle of astory.The playercharacter appearsalone inthe dessert,withoutanyprologue andwithoutanyvisual orspokenaid,which explainswhytheyare there andwhatthe playerisexpectedtodo.Laterin the game youwill get several imageswhichgive the interpretationthatthe playerisbeingshow whathappenedinthe past andwhy there are no otherformsof life,exceptyouthe maincharacter,thoughthisdoesnot, specifically,explainwhatyouthe characterisdoingthere and how youtheygot there- onlywhat mighthave happenedinthe pastand to the surroundingworld.However,aspreviouslymentioned, the playerhas noway of findingouthowlongithas been. In The ObjectLessonthe firstsentence is“ItwasalreadyThursday”whichisa typical introductionto a story,but as the followingsentencesdonotlinkinwiththis,there isnodefinitivearticle forthe readerto holdonto, whichgivesthe feelingof insecurityasthe audience issweptintotoastory, withno knowledge of whathashappenedbeforehand. Both introductionsare connectedinawayof uncertainty.The reader/playerdoesnotknow how theygot there andwhytheyare there.Thisisa way of drivingthe audience intoreading/playingon as theyare curiousto findoutwhytheyare there.The existential feelinggivesasense of hopelessnessfornotunderstanding,whichwill carryonthroughoutthe stories,whichhelpspush the audience intothinkingandrevaluatingtheirfirstthoughtaboutJourneyandThe ObjectLesson. The objectLessonand Journeystartedwithsimilarcomponentsandtheyalsoendwithsimilar components. There isno real answerto whathappensto the character at the endof journey.Once the character arrivesat the top of the mountainandentersacrack filledwithlight,where theydisappear,the game ends.The playercan see a shiningstarrisingfromthe mountain,driftingoverthe sky.The playerhasreachedtheirgoal, andsimilartothe beginning,itisa veryabruptend.There are still multiple answersquestionsthathave notbeenanswered,andthe game doesnotprovide the audience withaclearoutline of the ending.Howeverthisisawayof keepingthe playeralert until the endand will make ithardto forgetthe game as itprovokesthe thoughtof what happenedtothe character and whathappensnext.The storycontinuesinthe audienceshead. The ObjectLessondoesnotcontaina clearending,asthe story lacksa conclusive statementforthe reader.However,itcontainssimilarelementsinitsending,comparedtoJourney.Itisan abrupt ending,where the characterandtwofemalesretire tothe kiosk,where theydiscoverthe cakesiced ina particularshade of greenandthe tea-urnempty.Insidethe tea-urnthere isanote saying farewell. One can assume that the greenfrostingisfromthe cake beingoutfor too long,andthe teahad alreadybeenfinished.Thisgivesabitmore depthtothe storyas it providesthe potential goal for the maincharacter. Perhapshe waslookingforsomeone butwhenhe arrivedshe hasalreadyleft, leavingthe readerswonderingwhythatnote wasthere,whowrote it andwhat will happennext. Thisleavesthe more readerwithmore questionsthananswersandencouragesthemtoquestion the true purpose behindthe protagonist’squest.
  • 4. 10/12/2015 CC5102 1422619 The two pieceshave multiple similaritiesandseveral differences.Theirbiggestconnectionistheir wayof makingthe audience questionthe storyandtheirpartin it.Theyare boththoughtprovoking leavinganimpressiononthe reader/playerthatleavesthemquestioningthe purpose of eachstory and the role that the characters fulfil in them, asaway of reflectingthe uncertaintyof life,asshown by existentialisttheories. Annotated Bibliography: Kierkegaard,S.andHannay,A.,2009. Kierkegaard:ConcludingUnscientificPostscript.Cambridge UniversityPress. Kierkegaardiswidely believedtobe the firstexistentialistphilosopher.Hispiece on existentialistishelpful asitisone of the biggestsimilaritiesinthe twopiecesselectedfor thisassignment.The quote useddescribeshow the settingisnotaboutthe location,butthe heartof the character and howthe character reflectof itsownexistence,andhow that makesthe audience feel,whichis abigpart JourneyandThe Object Lesson. J. J.Jonas J. J.Jonas providedapiece withdifferentarchetypeswell detailed.Thiswasveryhelpful for the textas almosteverystoryhave archetypes,andeventhoughbothJourneyandThe ObjectLessonisnotthe conventionalwayof storytelling,itshowsone can still find archetypesinmostcharacters.No matterhow little the audience knowsaboutthem.You can finditbasedon theirgoal,theirlook,orjusttheirgeneral being.