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The Meaning of Video Games: Gaming and Textual Strategies PDF

209 Pages·2013·6.94 MB·English
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The Meaning of Video Games The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful—not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its “story” or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies—which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception—can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts—authorial intention, textual variability and perform- ance, the paratext, publishing history, and the social text—can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made. Steven E. Jones is Professor of English at Loyola University Chicago. He is co-editor of the Romantic Circles website and author of Satire and Romanticism, The Satiric Eye, and Against Technology: From the Luddites to Neo-Luddism, also published by Routledge. The Meaning of Video Games Gaming and textual strategies Steven E. Jones First published 2008 by Routledge 270 Madison Ave, New York, NY 10016 Simultaneously published in the UK by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN This edition published in the Taylor & Francis e-Library, 2008. “To purchase your own copy of this or any of Taylor & Francis or Routledge’s collection of thousands of eBooks please go to www.eBookstore.tandf.co.uk.” Routledge is an imprint of the Taylor & Francis Group, an informa business © 2008 Taylor and Francis Group All rights reserved. No part of this book may be reprinted or reproduced or utilized in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging in Publication Data A catalog record has been requested for this book ISBN 0-203-92992-6 Master e-book ISBN ISBN10: 0–415–96055–X (hbk) ISBN10: 0–415–96056–8 (pbk) ISBN10: 0–203–92992–6 (ebk) ISBN13: 978–0-415–96055–7 (hbk) ISBN13: 978–0-415–96056–4 (pbk) ISBN13: 978–0–203–92992–6 (ebk) To Emilia and Henry, Research Assistants My, Earth Really is Full of Things Contents List of illustrations viii Acknowledgements ix Introduction 1 1 The game of Lost 19 2 Collecting Katamari Damacy 47 3 The Halo universe 69 4 The game behind Façade 97 5 The Wii platform 127 6 Anticipating Spore 150 Notes 175 Selected bibliography 187 Glossary 194 Index 195 Illustrations 2.1 Katamari Damacy cosplay during Bay to Breakers race, 2006. Photograph by Kathryn Hill, used by permission of Kathryn Hill 68 3.1 Halo: Combat Evolved screenshot: the AI Cortana, cybernetic supersoldier Master Chief, and human Captain Keyes on the bridge of the Pillar of Autumn 72 3.2 Halo: Combat Evolved screenshot: Cortana 73 3.3 I Love Bees Web page (www.ilovebees.com) 78 3.4 Halo: Combat Evolved screenshot: first-person gun 84 3.5 Space Invaders screenshot (online emulator) 85 3.6 The Ivanhoe Game (www.patacriticism.org/ivanhoe/) 95 4.1 Screenshot from Façade: Welcome 98 4.2 Screenshot from Façade: Grace and Trip 104 5.1 Actors playing at playing the Wii in a London cinema. Used by permission of CommentUK 148 6.1 Arecibo image 163 6.2 Screenshot from Space level of Spore 165 Acknowledgements Every book is a collaborative, social product, and that’s especially true in this case. I want to thank, first, my students at Loyola University Chicago, particu- larly the members of an advanced undergraduate seminar on Video Games and Textual Studies in spring 2007, who read some of the following chapters in draft and whose discussions and group projects taught me much as I formulated the rest of the book. They are: Jeff Behrends, John Blyschak, Kevin Cioffi, Andy Dost, Betty Foley, Kristina Giovanni, Kristin Hertko, Tiana Jansen, Joe LeBlanc, Dan Lenzini, Peter Leonteos, Bryan McCutcheon, Dan Melnick, Punit Patel, Ryan Ptomey, and Elise Rombach. I also want to thank Doug Guerra, an exceptional graduate student with an interest in games and a history in Chicago theater. He loaned me PS2 games when I needed them, discussed them theor- etically, and put me in touch with a colleague of his, Chloe Johnston, who played the voice of Grace in Façade (my thanks to her in turn, for answering my questions in email). Talmadge Wright, of the Department of Sociology at Loyola University Chicago, visited my class and was always happy to talk video games in the hallway between our two classrooms: what I liked to call material interdisciplinarity. Thanks to Halo players who shared their experiences with me for chapter 3, including two anonymous friends of the formidable Megan Milliken and two anonymous Loyola University students (“John” and “Dave”). In the game studies community, I’m grateful to Espen Aarseth, for a brief but simulating lunchtime conversation at an Association for Computers in the Humanities conference in Sweden; to Nick Montfort, for joining a panel I organized for the MLA and for his own pioneering interdisciplinary work. For helpful responses to my questions on Façade, my thanks to Andrew Stern. Among textual-studies colleagues, I’m indebted especially to G. Thomas Tanselle, David C. Greetham, Karl Kroeber, Suzanne Gossett, Neil Fraistat, Matthew Kirschenbaum, and, in particular, Jerome McGann, whose theoretical work on textuality helped to inspire my approach to this subject. Reports from anonymous readers at Routledge were very useful as I completed the

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