Barišić, Ilija.
(2017).
Film discourse in videogames – new media modalities of visual presentation.
PhD Thesis. Filozofski fakultet u Zagrebu, Department of Comparative Literature.
(Poslijediplomski doktorski studij književnosti, izvedbenih umjetnosti, filma i kulture)
[mentor Peović Vuković, Katarina and Gilić, Nikica].
Abstract
This study examines the ways in which videogames communicate with players through film
depiction strategies and how the filmic ways of communication function in cybertextual
media context, especially on the syntagmatic, discursive level. Analysis shows how formative
and aesthetic principles of film function when transferred to the new, interactive medium, and
how they correspond with specific experiences that emerge from playing the game itself. The
thesis that filmic and ludic modes of expression in videogames are typically and normatively
coherent in delivering certain experiences to the players elucidates in an array of
taxonomically arranged examples. They prove that videogames heavily rely on
communicational models that were developed in film. Therefore, the aim of this dissertation is
to explore the synergetic communicational impact of filmic and ludic modes of expression in
videogames.
Despite media’s differences, film and videogames have a lot in common, and film
theory can offer some basic terms and concepts for the understanding of the visual means of
organizing videogame content. The majority of videogames, though not all, can be broken
down into filmic sequential communicative categories, in all types of film discourse:
narrative, descriptive, expository and poetic. The division into four types of film discourse in
this dissertation is adapted from Turković. Having taken over his epistemologicalcommunicational
film theory, the cognitive theory of film – with its focus on cognitive
processes and the ways in which moving images shape experiences – became the
methodological pivot of this dissertation as well. Relying on that theoretical framework,
primarily from Turković’s writings, the process of proving the thesis includes identifying the
ways in which various types of cinematic expression work in an interactive context.
Examples from several case studies prove that film discourse typically supports and amplifies
impressions and experiences transmitted to the player through the playing of the game itself.
Analysis of structural convergence between videogames and film that is in the core of
this dissertation does not exclude observing the differences between the two media.
Interactivity is commonly considered as a staple feature of videogames, but that term needs to
be delimited as interventional activity, because the concept of interactivity can be applied to
traditional forms of text as well, though mostly metaphoricly. When playing a videogame,
users are not active just cognitively, but also interventionaly. They are intervening in its diegetic space. Enabling interventional activity in videogames resulted in a number of diegetic
peculiarities atypical for film. Point of view in videogame is mostly fixed and parameters of
framing are less diverse and fluid in general. Montage is considerably less present in
videogames, even though it is not completely removed from their formal grammar as certain
scholars inclined. On the other hand, scenes in videogames include considerably more nondiegetic
informations that direct the player’s interventional activity, mostly in the form of
textual and graphical indicators.
Performartive nature of videogames conditions particular time framing of diegetic
events, special configuration of space and a distinct functionality of objects within them. Time
is not fixed as it is in cinema; it is adjusted to the needs of the player’s performance.
Facilitating performance results not only in specific time distortions in relation to the way of
representation in film, there are distortions in space as well. These spatial peculiarities are
evident in certain perspective variations of videogames, as those in isometric graphics, or the
symbolic and unrealistic dimensioning of objects and their spatial placement. Use value and
interactive functionality of ludic objects conditions a specific way of their appearing and
disappearing from space, as well as the very frame parameters and the auditory
accompaniment and numerous other non-diegetic indicators that serve to direct the player’s
attention.
Another divergent aspect of videogames is in their ways of achieving user immersion.
Immersion in videogames is not merely sensory and narrative, as in some traditional media, it
is also ludic. Consequently, videogames are able to hold the attention of the player very
efficiently using weaker sensory and narrative mechanisms.
A major part of this dissertation refers to the question of how videogames imbed the
expressive procedures of film into their specific ludic discourse. Syntagmatic connections
between film and videogames can, therefore, be considered as a part of wider convergent
mechanisms, which include bringing together multiple media not only on the structural level,
but also on the technological, production, content and social levels also.
The analysis of the technological convergence of videogames and film shows that the
connections between the two media are not a consequence of merely a common digital
technology, they are a consequence of the general principles of animating movement as well.
The complexity of the convergent content exchange between videogames and cinema
is typologically categorised into several interconnected levels. The most prominent of those
are adaptation, imitation, citation and machinima. In videogames themselves, the convergence
of content implies taking over various filmic generic models and applying different types of animation. Representational and abstract animation are two such categories of the highest
degree.
Structural convergence of the media can be observed on paradigmatic and syntagmatic
levels. The paradigmatic units in film that are utilised in videogames refer to parameters of
framing in the broad sense, which include the point of view, but also certain other visual
peculiarities of the film image, like the type of lighting, and the imitation of its specific
optical characteristics. The focus in the dissertation is nonetheless on the syntagmatic,
sequential procedures in structuring the audio-visual fabric of videogames.
With regards to their communicational purpose and their directedness towards
provoking certain emotions and types of experiences in the player, videogames take over four
types of film discourse. In prior research, attention has been given exclusively to narrative
discourse, and there were no attempts to tackle other types of discourse, namely descriptive,
expository and poetic, even though occasionally attention was drawn to the possibilities of
expository and poetic effects of videogames.
Descriptive discourse demands an observational, investigative game mechanics that
does not demand the player to act interventionally and react to the events on the screen. These
are routine and marked by repetitiveness and a procedural nature that avoids developing a
special cause-and-effect sequence of events.
Expository discourse is focused on demonstrating and defining concepts. Its primary
purpose in videogames is to teach the user how to play the game, which is why expository
segments are inevitable in games that feature a more complex game mechanics. The common
feature of all expository segments is the fact that they typically lack score keeping, major
threats or any important action. They are focused on practice and as such they generally fall
out of the scope of the cause-and-effect action development. They either do not deploy the
story or the story within them is secondary, but they do build the player’s skills and/or
knowledge, and perhaps set certain gaming parameters.
Poetic discourse in videogames calls for particular observational and agency
conditions. In order for the player to enter into contemplative mood in which he can freely
follow visual sensations on the screen, actions in the diegetic space need not require a
constant and precise engagement of the player. It is desirable for the gameplay to be
dominantly paidiic, which means that the player needs to have a certain degree of freedom
while playing, unbound by a goal or end result. If there happens to be some kind of a goal as a
motivational and cohesive factor of the game, it should not burden the player with the need
for its accomplishment. Any kind of goal in poetic videogames needs to be secondary in relation to the playful exploration of the evocative visual and auditory components on the
screen. In accordance with Turković’s categorisation of various emotional states that are
sought to be stimulated in the player evocatively and poetically, poetic videogames can be
subdivided into various sub-generic categories. Even though such genealogy is never “pure”
and even though there exists an array of in-between cases, we can generally speak of the
poetic games of meditation, meditative leisure, trans and self-reflection.
Considering that a storyline can be structured with widely different game mechanics,
narrative expression cannot be simply limited onto a recognisable and relatively universal
gaming frame. Regardless of the gameplay, the most efficient experience and impression
transfers are achieved when meanings that arise from playing a game are connected with a
content of its story. Important elements of the narrative structure can be shown through noninteractive
segments, especially filmic cut-scenes within a game, but also through a player’s
own interventional involvement in specific scenes. The thesis on the intrinsic narrativity of
diegetic events of ludic games that was already highlighted by structuralists who connected
the structure of a competitive agon with a typical narrative situation, is corroborated by an
overview of the system of film discursive and meta-discursive methods in videogames. They
not only support the narrative expression itself, but also direct a player’s interventional action,
i.e. the game itself.
Elements of the main expressional, discursive system of film (parameters of the frame,
diegetic events and sounds, ambience, mise-en-scene and other viewing conditions) also
direct the interventional activity of a player in videogames. The core of playing is watching
diegetic events according to which a player adjusts his interventional activity, leaving a
narrative mark within the diegetic events, which are mainly predetermined, at least on the
rudimentary level of success or failure.
Additional filmic expressional system, the meta-discursive one, is observed, in
accordance with Turković’s categorisation, on the levels of metadiscursive signs and
stylization signals. Metadiscursive signs are film punctuation, voice-over (in videogames
often in form of an avatar’s internal monologues), background music and non-diegetic
captions, subtitles being the only ones exclusively filmic, while game-directing paratext
presents a typical videogame characteristic. All of them are integral part of interactive
segments of videogames and similarly to the main film discourse system, the metadiscursive
signs play a part in the ludic discourse as well. Film stylization signals are categorised
according to areas in which they are used. Thus, we differentiate stylizations of scene signals,
observational, discursive and diegetic sound signals. Quite like in film, stylizations accentuate certain narrative points, while in videogames they also often make playing harder. But even
with their partial obstructing of smooth gameplay, they have a distinct rhetorical potential and
leave a strong impression on the player, not only audio-visual, but also ludic.
On the other hand, dominantly paidiic games are not intrinsically narrative because
they do not have a predominant goal that would be a base of a narrative structure. They have a
considerably larger degree of player freedom, as well as lower designation of possible
diegetic outcomes. Therefore, videogames that are dominantly paidiic rely on non-narrative
film discourses in their audio-visual structural organisation: descriptive, expository and
poetic.
Analysis also shows that the interplay of different expressive elements of videogames
often has a hierarchical structure. This means that in certain videogames one aspect, ludic or
filmic, is secondary, that is functionally subordinated to the other. Therefore, the primal
function of film discourse in certain videogames is to regulate and guide playing of the game
and make it more appealing, while in others ludic discourse and gameplay primarily support
cinematic exposition, which is the main attraction of those kind of games.
Ludic rhetoric has primacy in videogames with less developed narrative, descriptive
expository or poetic structures. There, the film discourse is in the service of a better and more
interesting game. Cut-scenes in those games primarily serve to show the goal of a game, to
give a narrative context for playing, or to give instructions for how and why to play. Users are
mostly immersed in those videogames ludicly, that is by playing the game itself. Players find
pleasure in those games mostly in playing successfully, and far less in narrative advancement,
a description of the diegetic world, expository learning or audio-visual evocation of certain
emotional states. The game system rewardingly quantifies outcomes of user successful input
of interventional actions, and that is the main allure of those games, not their narrative or
flashy cinematics.
Opposed to those are videogames in which playing is subservient to filmic exposition.
In those games, gameplay options are considerably limited and there is no possibility of
advancing the playing skills. Their gameplay primarily serves to advance a narrative, to
describe a diegetic world, to teach expository or to explore poetic visual sensations. Games
such as these have a dominant QTE-mechanics, simple menu choices or explorative
movement through diegetic space. If a player’s interventional activity primarily influences the
phases of filmicly structured audio-visual components, then gameplay primarily serves for
meta-discursive regulation of its presentation. Such limited gameplay still has a purpose. Apart from partly pulling player into the diegetic action, in however limited and illusory way,
it is especially useful for presenting non-linear stories with multiple outcomes.
Between those two extremes, there is a whole spectrum of games in which it is not
possible to precisely identify which discursive strategy is prioritised. In those videogames,
filmic and ludic rhetoric are generally equally important, while one or the other may dominate
certain segments. When overall it is not easy to discern which mode of presentation is more
important, or which expressive system is dominant, they typically strive towards a harmonic
coordination while providing certain impressions and experiences.
Diversity of examples in this study goes to show that such analytical model can be
used to describe communicative effects of any non-textual videogame. Namely, examples
included videogames of various types and genres, various technological platforms and eras:
right from the beginnings in the analogue era down to latest titles, from AAA-blockbusters to
independent productions. Regardless of historical and typological diversity, all titles
mentioned support the fact that videogames, to a large degree, have a filmic structure. In
certain types and genres of videogames this filmic structure is more expressed and in others
less.
Nonetheless, certain videogames exhibit a certain contradiction between meanings and
impressions generated through gameplay and those that are generated through their audiovisual
presentation, especially through their narrative discourse. So far, videogame critics, and
to a lesser degree theorist too, referred to this problem primarily as “ludonarrative
dissonance”, as coined by game developer Clint Hocking. However, that concept should be
avoided for several reasons. Namely, similar terms are not used in criticism of other hybrid
media in which a complete cohesion of all expressive modalities has not been achieved or in
which an individual expressive element is poorly done and does not contribute to the whole.
Apart from that, deconstructing some well-known alleged cases of ludonarrative dissonance
shows that in most of them there is no dissonance between a story and a game, but rather
contradictions within a narrative itself, since narrative develops through gameplay also. In
some other cases, critics misread the meaning of the story and suggested how it should merge
with a preferred gameplay. Thereat, certain aspects of games, which are not an essential part
of the entire field of videogames, such as freedom of action or non-linearity, are often
idealised and prescribed. But many meanings that are mediated through gameplay actually
assume a lack of freedom and distinct linearity. Forcing the player to perform specific
interventional actions is a powerful tool that designers can use when trying to convey certain
experiences, emotions and sensations. All of the above makes the concept of ludonarrative dissonance a reflection of the
obsolete idea of an essential opposition between story and game, which peaked in the debate
between ludologists and narratologists at the end of 20th and beginning of 21st century. Even
though this debate has long since quieted down, its certain aspects still permeate discussions
about videogames.
Regardless of the fact that the lack of harmony between the ludic and film discourse is
not such a widespread phenomenon as some claimed, examples where it can truly be detected
require certain refinement of the main thesis. Therefore, concording ludic and filmic
expressive qualities is a design principle, a normative tendency to which all videogames
incline, but not something that is successfully achieved in each and every videogame.
Fundamentally, videogames strive for clear and purposeful conveying of messages, for
transfering ideas, impressions and experiences to a player, and that requires harmonising their
diverse expressive modalities. Certain videogames do not achieve this completely, but rather
than dissonant, those cases should be referred to as flawed in delivering their messages.
This dissertation does not propagate a prescriptive stance, which calls for an
obligatory harmonisation of ludic and filmic rhetoric in order for a videogame to be well
done. It is clear that, similarly as in other media, videogames can transmit a strong message
with contrapuntal connection of their diverse expressive modalities and contents. However, a
divergent connection of various modes of expression should still have a clear authorial
intention, and not be a result of an author’s lack of competence or a hurried publication of a
product just so it appears on the market at a commercially advantageous moment. The
harmony between film and ludic discourse is considered as a communicational standard. In
order for a deflection from it to be an expressively potent stylisation, it needs to be systematic,
deliberate and designed rather than accidental, confused and uncontrolled. Certain
videogames, for example those that Galloway described as countergames, already
experimented with dissonant assembling of various expressive modalities of videogame.
This dissertation, therefore, also looks into one of the fundamental questions of theory
of videogames – the relationship between game and story. The idea of the metacommunicational
supplementing and combining the ludic and the narrative contributes to a
fuller understanding of the nature of this relationship. In addition, the model suggested in the
dissertation moves away from the naratocentricity that marked and to a certain degree
burdened the theoretical discourse on the connections between film and videogames, and on
the role of story in structuring videogames in general. The very non-existence of a narrative
structure in numerous videogames became a major problem in their theoretical descriptions, so many scholars tended to go to ludological extremes when describing the operational
mechanisms of videogames.
This dissertation, contrary to certain ludocentric theoretical interpretations, shows that
the connection between visual representation and gameplay is far from arbitrary. If in certain
cases film depiction strategies are subsidiary and merely serve for metadiscursive regulation
of ludic meanings, the effects of the audio-visual structuring of videogames on player’s
experiences and emotions can in no way be depreciated.
Item Type: |
PhD Thesis
|
Uncontrolled Keywords: |
videogame design, convergence, interactivity, immersion, discourse analysis, film rhetoric,
ludology, narrative, exposition, poetic discourse |
Subjects: |
Comparative literature |
Departments: |
Department of Comparative Literature |
Supervisor: |
Peović Vuković, Katarina and Gilić, Nikica |
Additional Information: |
Poslijediplomski doktorski studij književnosti, izvedbenih umjetnosti, filma i kulture |
Date Deposited: |
20 Sep 2017 12:15 |
Last Modified: |
20 Sep 2017 12:15 |
URI: |
http://darhiv.ffzg.unizg.hr/id/eprint/9046 |
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