Loading… The Journal of the Canadian Game Studies Association Vol 11(18): 58-80 http://loading.gamestudies.ca “The Fantasy that Never Takes Place”: Nostalgic Travel in Videogames Christopher Goetz The University of Iowa
[email protected] Abstract This article explores the correspondence between a pensive mode of play and the nostalgic address of 1990s and early 2000s adventure videogames. It explores the porous boundaries of the videogame text by conceiving of the wish to dwell within the game as a longing for radical difference (something only found elsewhere). The article discusses three ‘nostalgic gestures’ that stall the game’s action: the glance from foreground to background, the shift from the game to paratextual materials, and the drift of attention out the window or away from the gaming context altogether. Gaming’s promise of exotic transport activates a “fervor of the possible,” a melancholic identification with the world beyond which invests game spaces with the capacity for hopeful discovery, verging on a wish to remove oneself from the flow of time altogether. Author Keywords Nostalgia; Nintendo; Videogames; Barthes; Pensiveness; Melancholia; Imperialism; Daydream; Fantasy; Psychoanalysis; Rhythmanalysis Introduction: Time to Think and No Place to Go The isolated villages on the horizon become homelands for the eyes. Distance disperses nothing but, on the contrary, composes a miniature of a country in which we should like to live.1 In the many hours devoted to scouring every inch of side-scrolling Super Nintendo games like Super Mario World 2: Yoshi’s Island (1995) and Donkey Kong Country 2: Diddy’s Kong Quest (1995), mastering and exhausting their diegetic contents, I would often catch myself lapsing in my duty as player to push toward that “frontier” of new worlds, the right side of the screen.