New Game Plus: a Study of Video Game Narratives
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University of Windsor Scholarship at UWindsor Electronic Theses and Dissertations Theses, Dissertations, and Major Papers 1-1-2019 New Game Plus: A Study of Video Game Narratives Arash Hajbabaee University of Windsor Follow this and additional works at: https://scholar.uwindsor.ca/etd Recommended Citation Hajbabaee, Arash, "New Game Plus: A Study of Video Game Narratives" (2019). Electronic Theses and Dissertations. 8166. https://scholar.uwindsor.ca/etd/8166 This online database contains the full-text of PhD dissertations and Masters’ theses of University of Windsor students from 1954 forward. These documents are made available for personal study and research purposes only, in accordance with the Canadian Copyright Act and the Creative Commons license—CC BY-NC-ND (Attribution, Non-Commercial, No Derivative Works). Under this license, works must always be attributed to the copyright holder (original author), cannot be used for any commercial purposes, and may not be altered. Any other use would require the permission of the copyright holder. Students may inquire about withdrawing their dissertation and/or thesis from this database. For additional inquiries, please contact the repository administrator via email ([email protected]) or by telephone at 519-253-3000ext. 3208. New Game Plus: A Study of Video Game Narratives By Arash Hajbabaee A Thesis Submitted to the Faculty of Graduate Studies Through the Department of English and Creative Writing In Partial Fulfillment of the Requirements for The Degree of Master of Arts At the University of Windsor Windsor, Ontario, Canada 2019 © 2019 Arash Hajbabaee New Game Plus: A Study of Video Game Narratives By Arash Hajbabaee APPROVED BY: ______________________________________________ V. Manzerolle Department of Communication, Media, and Film ______________________________________________ K. Quinsey Department of English and Creative Writing ______________________________________________ K. Jirgens, Advisor Department of English and Creative Writing December 06, 2019 2 DECLARATION OF ORIGINALITY I hereby certify that I am the sole author of this thesis and that no part of this thesis has been published or submitted for publication. I certify that, to the best of my knowledge, my thesis does not infringe upon anyone’s copyright nor violate any proprietary rights and that any ideas, techniques, quotations, or any other material from the work of other people included in my thesis, published or otherwise, are fully acknowledged in accordance with the standard referencing practices. Furthermore, to the extent that I have included copyrighted material that surpasses the bounds of fair dealing within the meaning of the Canada Copyright Act, I certify that I have obtained a written permission from the copyright owner(s) to include such material(s) in my thesis and have included copies of such copyright clearances to my appendix. I declare that this is a true copy of my thesis, including any final revisions, as approved by my thesis committee and the Graduate Studies office, and that this thesis has not been submitted for a higher degree to any other University or Institution. iii ABSTRACT New Game Plus: A Study of Video Game Narratives is a scholarly thesis that examines three dominant narrative forms in video games, namely, linear, branching, and rhizomatic. These narrative forms help contextualize this study’s consideration of the history of video games which reveals the increasing sophistication of the medium as a form of storytelling. This thesis examines two different video games in each of the three categories and traces how more recent video games tend to use player interactivity to explore and reflect players’ morality. Common threads in the examined video games include moral dilemmas, socio-political issues, remediations of earlier narrative forms, game mechanics, and the effects of player agency on video game narratives. iv DEDICATION For Sahar Sorry for talking about games all the time! v ACKNOWLEDGEMENTS Thank you to my best friend and wife for helping and motivating me to become a better person and for (true cliché alert) believing in me when I never did. Also, thank you for making me laugh even during panic attacks and for enduring the boredom as I spent months at my desk with headphones on. Thank you to my parents for your continued support and excitement from far away both figuratively and literally. I will do my best to make a career out of staying up past my bedtime playing video games. Thank you to Dr. Karl Jirgens, for being much more than my advisor in the past two years. The opportunity you gave me, your mentorship, and your guidance has shaped me as a scholar and will continue to impact my future in academia and life alike. Thank you to Dr. Katherine Quinsey, for showing interest in this project and for being a great source of motivation and encouragement in the past year. Thank you to Dr. Vincent Manzerolle, for agreeing to be my external reader and for offering your vision to the project. Also, thank you for trusting me and for tolerating my chaotic schedule near the end. Thank you to all my professors at the University of Windsor, especially Drs. Markotic, Douglass-Chin, Holbrook, Dilworth, and Pender for helping me find my voice and for encouraging me to use it. And finally, thank you to all my friends and colleagues, especially Michael, Tori, Nick (all three), Andrew, Beth, Ryan, Tarunima, and Susan, for being so kind and brilliant. I will never forget your support and friendship. vi TABLE OF CONTENTS DECLARATION OF ORIGINALITY .......................................................................................... iii ABSTRACT ................................................................................................................................... iv DEDICATION ................................................................................................................................ v ACKNOWLEDGEMENTS ........................................................................................................... vi INTRODUCTION .......................................................................................................................... 1 CHAPTER I: LINEAR ................................................................................................................. 21 BioShock Infinite ....................................................................................................................... 35 Darkest Dungeon....................................................................................................................... 47 CHAPTER II: BRANCHING ....................................................................................................... 61 Fallout 4 .................................................................................................................................... 69 The Stanley Parable .................................................................................................................. 86 CHAPTER III: RHIZOMATIC .................................................................................................. 106 Crusader Kings II .................................................................................................................... 111 Her Story: ................................................................................................................................ 123 CONCLUSION ........................................................................................................................... 138 BIBLIOGRAPHY ....................................................................................................................... 143 APPENDICES ............................................................................................................................ 157 Appendix A – Glossary ........................................................................................................... 157 Appendix B – Karl Jirgens Interview ...................................................................................... 164 VITA AUCTORIS ...................................................................................................................... 170 vii INTRODUCTION This scholarly thesis project focuses on narrative forms evident in contemporary video games. Before discussing the video game narratives studied in this project, I will briefly explore the significance of the act of play in human society and as a fundamental component of any narrative form. In his study Homo Ludens (1938), Johan Huizinga comments on the socio- cultural significance of games. Key topics covered in Homo Ludens include the significance of the act of play in relation to war, law, learning, education, civilizing functions, and in particular, language. In his book, Huizinga comments on gaming and playing by stating that, “even in its simplest forms on the animal level, play is more than a mere physiological phenomenon or a psychological reflex. It goes beyond the confines of purely physical or purely biological activity” (1). According to Huizinga, the manner in which games go “beyond the confines of purely physical or purely biological activity” is by engaging audiences’ or players’ minds with the socio-politically charged subject matter of the games. This is Huizinga’s point when he further explains, “In play there is something ‘at play’ which transcends the immediate needs of life and imparts meaning to the action. All play means something” (1). This thesis