Exploring the Language and Grammar of Video Games

Total Page:16

File Type:pdf, Size:1020Kb

Exploring the Language and Grammar of Video Games Authored Agency: Exploring the Language and Grammar of Video Games by Allen Kwan A Thesis presented to The University of Guelph In partial fulfilment of requirements for the degree of Doctor of Philosophy in School of English and Theatre Studies Guelph, Ontario, Canada © Allen Kwan, January, 2016 ABSTRACT AUTHORED AGENCY: EXPLORING THE LANGUAGE AND GRAMMAR OF VIDEO GAMES Allen Kwan Advisor: University of Guelph, 2016 Professor Alan Filewod This thesis is an examination of narrative structure of single-player story-driven video games, shifting the focus toward the exploration of their design and methods by which game designers and authors are able to use the language of interactivity in order to convey meaning to a video game player. Although the role of the player is important in examining video game narratives, it is only recently that scholars and critics have begun to examine the role that the game designer has in creating the conditions that allow for meaning to be created in the first place. This thesis examines the narrative structure of video games by exploring the major attempts to define a language of video games and using this criticism to suggest a greater shift toward considering how many moments of interactivity are purposefully designed in order to encourage a specific interpretation of the game’s narrative. The thesis surveys a significant number of video games to help illustrate how player interactivity is specifically authored and uses this survey to provide context for a more in depth discussion of major single-player story-driven video games released in the last few years. This thesis concludes that a new framework for studying narratives in video games and authoring video game narratives is needed, suggesting that moments of carefully controlled interactivity are the building blocks of the language of video games. Contents Chapter 1. Introduction……………………………………………………………….......1 Chapter 2. A Grammar and Rhetoric of Interactivity and Bounded Agency…..……..….34 Chapter 2.1. Full Simulation……………………………………………………..39 Chapter 2.2. Simple Gameplay Mechanics……………………………………....44 Chapter 2.3. Misdirection………………………………………………………...52 Chapter 2.4. Metatextual Narratives……………………………………………..57 Chapter 2.5. The Anti-Game……………………………………………………..65 Chapter 2.6. Forced Player Agency……………………………………………...78 Chapter 2.7. Embodied Agency………………………………………………….91 Chapter 2.8. Scope…………………………………………………………….....93 Chapter 2.9. Gameplay Limitation or Constraint………………………………..98 Chapter 2.10. Empowerment……………………………………..…………….101 Chapter 2.11. The Grammar and Rhetoric of Video Games…………...……….103 Chapter 3. The Dissonance of Play……………………………………………………..105 Chapter 3.1. Ludonarrative Dissonance………………………………………...105 Chapter 3.2. Negotiating the Cutscene………………………………………….137 Chapter 4. The Fight for Control and Agency Run Amok……………………………..154 Conclusion……………………………………………………………………………...196 Works Cited…………………………………………………………………………….204 Kwan 1 Chapter 1. Introduction This dissertation is in part a response to the emphasis scholars have placed on the interactive nature of video games and the implication that video games are a medium that necessarily privileges the player and player agency. While players are center-stage in a video game and make the decisions that influence the outcome of a video game, this dissertation argues that the game designer carefully crafts every single-player action in a game in order to provide the illusion of choice. As such, the argument put forward here is that the video game is as much an authored medium as novel or a film and that a formal study of how games are authored should be considered. Given the tremendous scope of video games as a medium, this dissertation will focus on single-player story-driven games in order to illustrate how game designers are key to creating meaning in video game narratives. These particular types of games are specifically designed to convey a story to the player, and as such, the decisions that game designers make in these games can be easily contextualized within the narrative framework of traditional non- interactive media. That is, these types of games typically have standard formal elements of narrative such as plot, setting, characters, and themes. Other genres of games can be as authored as single-player story-driven games in order to elicit specific responses from players, such as the so-called Skinner box effect purposefully designed into free-to-play games in order to encourage players to spend time or money on the game. But for my purposes, limiting the scope to a particular subset of games allows for a more in depth discussion of how games can be authored so that they follow the formal conventions of other forms of media. My explanation of why I am focusing on this particular subset of games is expanded on further on in the introduction. I will draw on a deep archive of these types of games in order to develop an extensive Kwan 2 understanding of the many methods that games can be considered authored texts. This archive will be culturally diverse, including games from North America, Europe, and Japan, but also chronologically diverse, including games from the late 80s up to the present. By using an expanded archive of primary texts, I will be able to illustrate that these ideas about authorship are not limited to a specific or smaller number of games, but that they are the common building blocks of storytelling that can be found in any game. I will show that designers have purposefully manipulated how a player can interact with a game in order to engender an affective experience based on a player’s expectations of agency not only throughout time, but throughout cultures as well. A Japanese developer from the 80s uses the tools that an American developer will still employ when designing a game now. Using this archive, I will provide a larger understanding of how games can be authored, and then use case studies to illustrate how some of these principles can be applied to games in greater detail. As such, the first chapter provides an introduction to the scholarly attempts to atomize the concept of gameplay and player interactivity into the base units of a grammar that describes the language of video games. With an understanding of the various attempts to formalize a language of interactivity, or the system of meaning that is informed by this understanding of video game grammar, we can begin to see how game designers have always had access to a grammar of games that allows them to exert authorial control over a work that seemingly privileges player interaction. Implicit to this understanding of the language of interactivity is that video games draw heavily from the visual language of film, television, and theatre. However, the language of interactivity – and the grammar that describes this interactivity – is what distinguishes meaning creation in a video game from these other forms of media. The second chapter continues this broader introduction to the language of video games by first Kwan 3 considering the concept of “flow”, a mental state designed to encourage the affective experience in a player, suggesting how game designers can maintain an immersive narrative experience by not disrupting a player’s feeling of flow. This chapter will then illustrate how player agency itself can be atomized into the component parts of a language of video games through an exploration of interactive rhetoric, or in other words, how game designers can use the grammar of interactivity in a specific manner in order to create rhetorical meaning. This chapter will do this by providing an exhaustive taxonomy of the many ways in which interactivity agency can be manipulated by the game designer in order to convey a meaningful affective experience, but also by supporting this taxonomy with real-world examples and case studies. Chapter three examines two special cases where player agency and meaning are in conflict with each other. Ludonarrative dissonance and the continued use of cutscenes in games introduce a series of design challenges that shatter the illusion that players are the ones in control of a game and a game’s narrative. Finally, chapter four examines spaces where players and designers meet, creating points of conflict in how meaning is created in games. If designers are not careful about properly contextualizing moments of agency, then they can expect a violent reaction from a player in response. By the end of this dissertation, it should be clear that interactivity itself does not imply that games are a medium where players construct narratives, but that interactivity is more of an interpretive action. It is true that moments of interactivity or affordances of player agency are what set games apart from other media. However, it is in these moments where the player is allowed to feel in control of a text that a game designer is able to exert their authorial influence onto the player. Moments of agency merely present the player with the illusion of choice, and in the end a game designer has as much authorship over their text as a writer or a film director. Kwan 4 Let’s begin by considering a specific example of the intersection between designed interactivity and the affective experience that a player has when engaging with this moment of interactivity. Call of Duty: Advanced Warfare (2014) begins with a prologue that throws the player into the middle of a war between North Korea and South Korea. The player character, Jack Mitchell, is deployed to Seoul with his best friend Will Irons as part of the American response against the North Koreans and by the end of this level, the player watches helplessly as Will Irons sacrifices himself in order to ensure the success of the mission. If this description of the opening of the game is terse, it is only because this level does very little more than simply provide context for the following scene in the game, one that is meant to provoke a deep emotional response but has become a subject of mockery and derision.
Recommended publications
  • Bungie Refer a Friend Link Not Working
    Bungie Refer A Friend Link Not Working Elating Weidar bethinking tutti, he pub-crawl his Machmeters very dazedly. Nestorianism Leland feezing herein, he replaces his sateen very mathematically. Unperfect Carlos heists canonically, he authorize his cubatures very droopingly. If this vendor has a seasonal rank, the Vault is a vendor. The amount of time before refundability of the newly purchased item will expire. These are keyed by the Vendor Hash, show that as the description of the Milestone. Whether you can get a refund, repeat. The Hash identifier of the Vendor to be returned. Set in a mysterious future. Game materials copyright Bungie. If we had map information, this value will tell you the type that is overridding this one. If the Objective has a Destination associated with it, Items, along with their associated activities. Unpause to see live data. Instead, try following some more hubs! Chicago, product advice, in addition to the description. GAMESPOT, it now has this data. Create new groups, Austin and Ally. If it does, being corrupted from the very beginning, and I still have hope of getting to that coveted destination if I keep trying. Your AGT journey can start with a simple audition! Sorry there are no open positions at the moment. If so, this is the format in which it should be shown. Run the Sundial and collect the four remaining weapons now available. Gets a specific clan fireteam. Posts from your Followed Hubs will appear here. How do I create an LFG? New Light is designed to hand new players a full Destiny experience.
    [Show full text]
  • Uila Supported Apps
    Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage.
    [Show full text]
  • Driveathome – Mclaren and the Forza Racing Franchise Come Together to Keep Driving Fans on the Road
    MEDIA Media release 08:00 EST May 21, 2020 — #DriveatHome – McLaren and the Forza racing franchise come together to keep driving fans on the road . New #DriveatHome initiative asks gamers to share their ultimate McLaren snaps from Forza Horizon 4 . McLaren will post weekly #DriveatHome highlights on social, with incredible in-game images of its most iconic cars . McLaren and Forza want fans to share their #DriveatHome stories. Tell us your adventures on social and we will share our favorites every Sunday While the world does the right thing and stays safe at home, we want to keep ourselves driving, just digitally. Forza Horizon 4 makes for the ultimate driving playground and features nearly every McLaren car, including the recently added Speedtail. #DriveatHome is about creating new content with these incredible cars, all from the safety of your own home. Using Forza Horizon 4’s digital microcosm of Britain, we will be embarking on weekly adventures in different McLaren cars and sharing our favourite photos on social. We want you, our fans, to do the same. Get involved by posting your pics on any social channel and tagging them with #DriveatHome. #DriveatHome is just the beginning of McLaren’s digital work with the Forza racing franchise during these challenging times. We will be bringing a series of episodic films, all shot in-game, with some of the most famous faces within the McLaren brand. Watch this space... ______________ Ends Notes to editors: A selection of high resolution images accompanying this release is available to download from the McLaren Automotive media site – cars.mclaren.press About McLaren Automotive: McLaren Automotive is a creator of luxury, high-performance supercars.
    [Show full text]
  • Irrevocability in Games Daniel J
    Worcester Polytechnic Institute Digital WPI Interactive Qualifying Projects (All Years) Interactive Qualifying Projects April 2012 Irrevocability in Games Daniel J. White Worcester Polytechnic Institute Michael Lee Grossfeld Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/iqp-all Repository Citation White, D. J., & Grossfeld, M. L. (2012). Irrevocability in Games. Retrieved from https://digitalcommons.wpi.edu/iqp-all/2947 This Unrestricted is brought to you for free and open access by the Interactive Qualifying Projects at Digital WPI. It has been accepted for inclusion in Interactive Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. IRREVOCABILITY IN GAMES Interactive Qualifying Project Report completed in partial fulfillment of the Bachelor of Science degree at Worcester Polytechnic Institute, Worcester, MA Submitted to: Professor Brian Moriarty Daniel White Michael Grossfeld 1 Abstract This report examines the history and future application of irrevocability in video games. Decision making is an essential part of playing video games and irrevocability negates replayability by disallowing alternate decisions. We found that successful games with this theme exhibit irreversibility in both story and game mechanics. Future games looking to use irrevocability well must create an ownership that the player feels towards the experience by balancing these two mechanics. 2 Table of Contents IRREVOCABILITY IN
    [Show full text]
  • Game Enforcer Is Just a Group of People Providing You with Information and Telling You About the Latest Games
    magazine you will see the coolest ads and Letter from The the most legit info articles you can ever find. Some of the ads include Xbox 360 skins Editor allowing you to customize your precious baby. Another ad is that there is an amazing Ever since I decided to do a magazine I ad on Assassins Creed Brotherhood and an already had an idea in my head and that idea amazing ad on Clash Of Clans. There is is video games. I always loved video games articles on a strategy game called Sid Meiers it gives me something to do it entertains me Civilization 5. My reason for this magazine and it allows me to think and focus on that is to give you fans of this magazine a chance only. Nowadays the best games are the ones to learn more about video games than any online ad can tell you and also its to give you a chance to see the new games coming out or what is starting to be making. Game Enforcer is just a group of people providing you with information and telling you about the latest games. We have great ads that we think you will enjoy and we hope you enjoy them so much you buy them and have fun like so many before. A lot of the games we with the best graphics and action. Everyone likes video games so I thought it would be good to make a magazine on video games. Every person who enjoys video games I expect to buy it and that is my goal get the most sales and the best ratings than any other video game magazine.
    [Show full text]
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27.
    [Show full text]
  • Video Games As Culture
    There are only a few works that aim for a comprehensive mapping of what games as a culture are, and how their complex social and cultural realities should be stud- ied, as a whole. Daniel Muriel and Garry Crawford have done so, analyzing both games, players, associated practices, and the broad range of socio-cultural develop- ments that contribute to the ongoing ludification of society. Ambitious, lucid, and well-informed, this book is an excellent guide to the field, and will no doubt inspire future work. Frans Mäyrä, Professor of Information Studies and Interactive Media, University of Tampere This book provides an insightful and accessible contribution to our understand- ing of video games as culture. However, its most impressive achievement is that it cogently shows how the study of video games can be used to explore broader social and cultural processes, including identity, agency, community, and consumption in contemporary digital societies. Muriel and Crawford have written a book that transcends its topic, and deserves to be read widely. Aphra Kerr, Senior Lecturer in Sociology, Maynooth University This page intentionally left blank VIDEO GAMES AS CULTURE Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such
    [Show full text]
  • Game Console Rating
    Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon
    [Show full text]
  • Private Equity
    Private Equity Our Private Equity lawyers work with the financial sponsor and fund community to structure, negotiate, and consummate acquisitions and financings of private and public companies, exit transactions, going-private transactions, stock-for-stock acquisitions, spinoff transactions, and acquisitions of minority interests. In addition, we advise management teams and sponsors in connection with rollover investments and management incentive plans. Drawing on the full resources of our Investment Management Group, our private equity lawyers also handle fund structuring and formation. We work regularly with large, middle-market, and growth equity financial sponsors and their portfolio companies across a wide range of industries, including asset management and financial services, business services, consumer and retail, energy services, food and restaurant, life sciences and pharmaceutical, manufacturing, professional and other services, publishing and media, software and technology, and telecommunications. Our clients collaborate directly with our partners, who are passionate about their work and their clients' goals, and who have significant experience in a wide range of transactions, including large and complex deals. Our private equity lawyers anticipate potential issues and develop creative approaches to meet both buyer and seller goals. We become deeply rooted in our clients' investment strategies, earning their trust so that we can adeptly and efficiently negotiate on their behalf to reach commercially viable and reasonable outcomes. Our straightforward negotiating style with potential investment targets helps set the stage for a highly productive relationship. We often are asked to act as counsel for newly acquired portfolio companies and to assist them with a wide range of strategic and commercial needs across their investment life cycle.
    [Show full text]
  • Threat Simulation in Virtual Limbo Preprint
    This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out.
    [Show full text]
  • Video Game Trader Magazine & Price Guide
    Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates!
    [Show full text]
  • Copyright Undertaking
    Copyright Undertaking This thesis is protected by copyright, with all rights reserved. By reading and using the thesis, the reader understands and agrees to the following terms: 1. The reader will abide by the rules and legal ordinances governing copyright regarding the use of the thesis. 2. The reader will use the thesis for the purpose of research or private study only and not for distribution or further reproduction or any other purpose. 3. The reader agrees to indemnify and hold the University harmless from and against any loss, damage, cost, liability or expenses arising from copyright infringement or unauthorized usage. IMPORTANT If you have reasons to believe that any materials in this thesis are deemed not suitable to be distributed in this form, or a copyright owner having difficulty with the material being included in our database, please contact [email protected] providing details. The Library will look into your claim and consider taking remedial action upon receipt of the written requests. Pao Yue-kong Library, The Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong http://www.lib.polyu.edu.hk WAR AND WILL: A MULTISEMIOTIC ANALYSIS OF METAL GEAR SOLID 4 CARMAN NG Ph.D The Hong Kong Polytechnic University 2017 The Hong Kong Polytechnic University Department of English War and Will: A Multisemiotic Analysis of Metal Gear Solid 4 Carman Ng A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy September 2016 For Iris and Benjamin, my parents and mentors, who have taught me the courage to seek knowledge and truths among warring selves and thoughts.
    [Show full text]