Digital Role-Playing Games As Artefacts of Media Culture

Digital Role-Playing Games As Artefacts of Media Culture

ISSN 2039-2117 (online) Mediterranean Journal of Social Sciences Vol 7 No 2 ISSN 2039-9340 (print) MCSER Publishing, Rome-Italy March 2016 Digital Role-Playing Games as Artefacts of Media Culture Jana Radošinská (Doctor of Philosophy, Department of Mass Media Communication, Faculty of Mass Media Communication, University of SS. Cyril and Methodius in Trnava, Námestie J. Herdu 2, 917 01 Trnava, Slovakia), Email: [email protected] Doi:10.5901/mjss.2016.v7n2p368 Abstract Cultural significance of digital role-playing games is associated with dynamic emergence of communication technologies, media entertainment and new – digital – forms of cultural production. However, computer (digital) role-playing games (also called cRPGs) are, mainly in case of scholarly analyses and existing theoretical concepts, often compared to other, mostly live forms of role-playing. The academic reflections on undeniable differences between various types of role-playing tend to suggest that computer role-playing, even though it is a (financially as well as culturally) significant part of the digital games industry, is just a less diverse form of role-play that lacks both formal variety and content ingenuity and thus cannot be used as a tool for socialisation, education or therapy. The article, however, works with a basic assumption that the relationship between contemporary subcultures (or rather taste cultures and lifestyles), entertainment forms, computer role-playing games and the everyday lives of media audiences includes a complex set of aspects and specific features which are socially significant and rich in both form and content. The author focuses on defining digital role-playing games in relation with industrially produced culture, which is disseminated by the media, and argues that they are able to function not only as commercially efficient media products but also as valuable cultural artefacts. The main goal of the text is to offer complex theoretical outlines related to understanding computer role-playing and its cultural significance. Keywords: computer role-playing games, media culture, transmedia narrative, fantasy, media entertainment 1. Introduction Popularity of computer role-playing games is, in our opinion, associated with their specific ability to combine ever- increasing technological perfection and visual dynamics of their own virtual environments with narrative features that are based on cultural traditions and rituals – storylines of these games often refer to traditions that have been inherent parts of the human civilisation since its earliest phases. All forms of role-playing are somehow instinctive, built upon the human nature in order to integrate children’s tendency to imitate their parents’ behaviour or manners of celebrities (i.e. their idols, role models) with certain aspects of timeless heroic stories which are, and always have been, parts of all cultures and societies. However, any statements which suggest that role-playing, as a human activity, is entirely a matter of children and teenagers are necessarily false. These games, regardless of their varying forms, offer stories that – implicitly or explicitly – involve myths, rituals as well as archetypes that allow these gamers to access universal experience related to the world, society, individual life and culture. As S. L. Bowman (2010) points out, role-playing games offer an ideal opportunity to form alternative identities actively; this kind of safe self-exploration allows to embrace the hidden aspects of one’s own personality, often constrained or suppressed in the ‘ordinary’ life in order to be in accordance with the rules enforced by the dominant (mainstream) culture. The everyday reality makes people concentrate their attention on the demands of their common social roles. Role-playing games thus offer a rare chance to let one’s fantasy flow freely, without any constraints. Moreover, such an activation of – mostly hidden and suppressed – aspects of human personality and imagination results in a very empowering experience – regardless of whether we actually realise the existing intrinsic need for symbolic self- exploration or not. Even though single-player computer role-playing games do not primarily offer their users opportunities to engage in direct social interaction and interactive exchange of information is thus limited to the individual player and virtual game environment (computers or any other digital gaming devices, e.g. video game consoles such as Playstation), these games, nevertheless, may be interactive and rich in terms of players’ opportunities to influence the main storyline and employ different options and choices. J. Malíþek (2008) states that digital role-playing game is a kind of video game which is based on controlling a story and adventure of a group of video game characters (a party). The player, who is also personified into the main character (hero), assumes the position of “someone watching above” and leads the small 368 ISSN 2039-2117 (online) Mediterranean Journal of Social Sciences Vol 7 No 2 ISSN 2039-9340 (print) MCSER Publishing, Rome-Italy March 2016 team (group or party), experiencing different stories, circumstances, worlds, surroundings, engaging in physical, psychological and magical (or technological) fights against the enemies. These games, as the author says, also tend to involve solving puzzles and riddles, acquiring rewards, trophies and information that are necessary to access the next part of the story. Another basic definition of digital RPGs, as offered by M. Malíþková (2008), mentions one of the most significant limitations of this kind of entertainment – in comparison with, for example, live-action role-playing, also called LARP – its inability to create and personally (physically) experience a full-fledged, complex and unique story live, in real time. Instead, computer role-playing games uncover, step by step, prearranged scenarios. The author calls this basic feature of cRPGs “successive elimination of staging processes” (p. 58). Virtual single-player role-playing is, more or less, staged by its authors (producers and writers); the games often work with several different variants of experiencing the stories and diverse outcomes, providing their players with a chance to become the active users who individually choose between the existing scenarios and experience one of them. In this context, it should be mentioned that, if we apply a certain amount of simplification with regard to existing and ever-transforming digital game genres, we may differentiate between two different kinds of computer role-playing games. Besides the above-mentioned single-player RPGs, there are also so called MMORPGs (massively multiplayer online role- playing games). MMORPGs may be defined as multi-player games that require Internet connection – their interactive potential lies in communication between the player and the virtual environment as well as in communication between the players themselves. It is necessary to point out that there are various types of multi-user online games and MMORPGs are just one of the existing forms. Direct social interaction related to multi-user online games is bound to the moments when the players ‘pass through’ the boundaries of ordinary reality and assume their imaginary – often heroic – identities. Even though the massive worldwide popularity of MMORPG World of Warcraft and similar games is the best possible proof of both commercial value and cultural significance of this kind of virtual games, we would like to suggest that single-player RPGs may as well – and often do – achieve almost cult status and thus become artefacts of media culture. However, in certain cases it is appropriate to argue that defining digital ‘offline’ games such as the Mass Effect series (BioWare, 2008, 2010, 2012) as computer RPGs is relevant mostly in the context of their commercial potential rather than in terms of their narrative features and game design. These and similar games involve various role-playing elements but, on the other hand, the players are not able to finish the stories in accordance with their own imagination, i.e. it is impossible to ignore the pre-staged scenarios and outcomes and ‘go one’s own way’. Considering this fact, most single-player RPGs are rather adventure games or action games enriched by the role-playing elements in order to provide their players (users) with deeper emotional engagement with the heroic stories they tell. However, the thematic focus of this article does not necessarily presume employment of the sharp distinctions between various forms of digital role-playing. Instead of that, we focus our attention on digital role-playing games (or rather role-playing elements included in video games) and their place within the system of industrially produced culture disseminated by media, i.e. media culture. 2. Thematic and Genre Aspects of Contemporary Digital Role-Playing Games The most attractive attribute of any digital single-player (offline) role-playing games is the opportunity to influence the aspects of its narrative lines that offer various outcomes and choices – to engage in imaginary relationships (i.e. symbolic interaction) with virtual companions, explore fictional environments, identify with the avatar (the hero of the story), modify the hero’s features, appearance, armour, abilities and often even ‘psychological profile’ – in case various moral choices and secondary storylines (e.g. romances or rather so called love interests) are available to choose from. This game concept

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