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Videogame  Narrative  Theory:  

Narrative  Through  Gameplay  in  

Naughty  Dog’s  The  Last  of  Us  

                                     

Author:  David  R  Kestler  (10864121)   Supervisor:  Dr  Joyce  Goggin  

Study  Program:  Literary  Studies:  Literature  and  Culture   Submission  Date:  30th  June  2015  

   

This  thesis  is  submitted  to  the  Faculty  of  Humanities  in  fulfilment  of  the  

requirements  in  the  degree  of  Master  of  Literature  and  Culture  at  the  University  of   Amsterdam.  

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  Contents  

 

Introduction:  Research  Proposal         …pg  3    

Chapter  One:  Avatar  and  Player         …pg  12    

Chapter  Two:  Plot  and  Narrative         …pg  26     Conclusion               …pg  45     Bibliography               …pg  51                                                                            

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‘Where  gameplay  is  all  about  interactivity,  narrative  is  about  predestination.  There   is  a  pervasive  feeling  in  the  game  design  community  that  narrative  and  

interactivity  are  antithetical.’  

Mateas  and  Stern,  Interaction  and  Narrative    

Introduction:  Research  Proposal    

Videogames1  have  come  a  long  way  since  their  consumer-­‐based  inception,  with  

the  release  of  Pong  as  a  standalone,  in-­‐home  gaming  system  in  the  mid-­‐1970s.  In   the   decades   that   followed,   the   rapid   advancement   of   technology   furthered   the   development   of   more   complex   games:   through   graphics,   audio   and   content,   so   that   games   today   are   no   longer   bound   by   the   limitations   of   production   and   a   near-­‐realistic  level  of  visual  and  audio  representation  is  achievable.  Videogames   are  no  longer  restricted  to  the  graphics  of  Pac-­‐Man  eating  his  way  through  four   repeating  maze  patterns.  Today  the  videogame  industry  and  the  total  figure  in  a   rising   cost   of   development   eclipse   that   in   all   other   forms   of   consumer-­‐used   media.  Games  are  intricate,  multifaceted  objects,  many  of  which  rival  Hollywood   film  in  the  manner  in  which  they  engage  audiences  and  recount  narratives.    

Narrative  and  Games  

There  has  been  an  exponential  increase  in  consumer  demand  for  more  narrative-­‐   driven   videogames.   Therefore,   when   looking   to   analyse   videogames   theoretically,  the  debate  between  ludologists  and  narratologists  as  to  the  means   and  methodologies  we  are  to  use  when  reading  videogames,  is  an  on-­‐going  one.   Are  videogames  simply  studied  on  the  strength  and  weakness  of  their  play;  play,   which   is   favoured   above   a   circumstantial   background   of   plot,   character,   environment,   etc.?   Or,   rather,   do   videogames   tell   stories   through   these   same   narrative   elements,   and   specifically,   what   influence   does   play   have   on   these  

                                                                                                               

1  Barry  Atkins  states,  in  his  book  More  Than  A  Game,  that,  ‘[the  term]  ‘videogame’  overstresses  

sight  with  no  reference  to  cognitive  understanding,  and  the  term  […]  ‘computer  game’  speaks  of   the  technology  rather  than  the  text’  (Atkins,  20).  Although  both  terms  have  their  advantages  and   deficiencies,   this   thesis   will   use   the   term   ‘videogame’   with   regard   to   Atkins’   assertion   that   ‘computer  game’  relates  too  readily  of  the  technology  rather  than  the  function  of  the  technology.  

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narrative   components   and   therefore   the   delivery   of   the   narrative?   Further,   is   narrative   created   by   players’   interaction   with   the   game   world   alongside   the   linear  boundaries  of  the  leading  narrative  applied  by  the  developer?  

A  key  figure  in  this  discussion,  Espen  Aarseth,   states  that,  ‘to  claim  that   there   is   no   difference   between   games   and   narratives   is   to   ignore   essential   qualities   of   both   categories.’2  Aaresth   distinguishes   between   the   ludic   and  

narratological  elements  found  in  the  vast  majority  of  videogames;  those  that  the   player  is  both  part  of  and  subject  to.  Alternatively,  American  media  scholar  Henry   Jenkins   refers   to   videogames   as   part   of   a   trans-­‐medial   narrative,   cataloguing   them  amongst  all  forms  of  storytelling,  including  film,  television,  literature,  and   so  on,  suggesting  that  narrative  operates  equally  across  all  media.  Yet,  Aarseth’s   argument  suggests  that  such  a  form  of  singular  or  unified  analysis  would  lead  to   the   treating   of   elements   outside   of   the   rules   of   the   game   as   incidental   or   secondary,   suggesting   that   this   approach   seems   inherently   at   odds   with   the   medium  of  videogames,  as  the  rules  of  games  function  both  around  and  within   the  aesthetic  qualities  of  the  game.  

Variations   and   modifications   of   these   two   underlining   premises   have   been   extended   by   the   likes   of   Marie-­‐Laure   Ryan,   who   in   her   book  Narrative  as   Virtual   Reality,   claims   to   demonstrate   that   a   form   of   virtual   reality,   generated   within  the  imagination  of  the  reader  through  the  information  contained  in  codex   text,  has  existed  for  a  greater  length  of  time  than  the  virtual  reality  presented  in   the   modern,   digital   age;   and   as   Ryan   seems   to   suggest,   these   codex   generated   virtual   worlds,   in   the   mind   of   the   reader,   are   superior   to   anything   that   can   be   reproduced  or  represented  artificially.  Interestingly,  and  more  pertinent  to  this   thesis,   I   attended   a   conference   on   videogame   narrative,   hosted   by   Dr   Joyce   Goggin,  which  included  sessions  on  the  pertinence  of,  and  necessary  distinctions   between,   terms   such   as   fictional   and   virtual,   and   why   there   are   such   indeterminacies  both  in  and  between  these  categories,  clearly  indicating  that  the   discussion   is   one,   which,   although   progressed,   maintains   itself   within   both   the   videogames  industry  and  academic  debate.  

It  is  a  debate  that  began  in  game  studies  in  the  early  2000s  and  has  since   involved   many   further   theorists   on   both   sides   of   the   discussion.   However,   it                                                                                                                  

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seems  apparent  to  me  that  both  points  of  view  are  necessary  components  of  the   same   argument   and,   while   this   may   seem   a   somewhat   hasty   solution,   both   perspectives   are   dependent   on   one   another.   This   is   to   say   that,   game-­‐fiction   is   effected   and   communicated   through   both   the   ludologists’   and   narratologists’   positions,   given   that   both   games   and   narratives   are   structured   by   a   system   of   rules  that  temper  each  other.  Jesper  Juul  asserts  that  the  question  we  should  be   asking,  and  thereby  simplifying  the  debate,  is,  ‘do  games  tell  stories’  (Juul,  124)?  

Simplified  or  not,  Juul  raises  a  pertinent  question,  yet  he  neglects  to  ask  a  more   specific  question,  namely,  if  videogames  tell  stories,  how  do  they  tell  them?  

As  a  means  of  approaching  these  questions,  videogame  analysis  has  often   likened   the   medium   to   its   more   established   and   readily   studied   counterpart,   namely   film,   whose   components   include:   audio,   visual,   scripting   and   framing   through   camera   positioning   and   editing,   features   that   are   undoubtedly   comparable   to   those   found   in   videogames.   Alternatively,   videogames   are   often   read   through   the   rules   and   procedures   of   literary   theory,   by   examining   the   structure   and   construction   of   game   narratives.   Yet,   this   too   proves   restrictive.   More  importantly,  the  fault  line  in  both  of  these  approaches  lies  in  the  unique,   interactive  element  of  videogames.  Likewise,  both  approaches  largely  ignore  the   players’   contribution   to   the   experience,   specifically   the   players’   agency   within   the   game-­‐world,   which   directly   contributes   to   the   development   of   the   game-­‐ fiction.  

Yet,   the   similarities   of   these   other   participatory   forms   of   storytelling   on   the   part   of   the   user   should   not   be   ignored   in   the   debate.   The   tools   found   in   narrative   theory,   much   as   those   of   film   theory   can   be   purposeful   and   used   to   elucidate   discussions   of   videogame   narratives.   However,   in   addition   to   these,   attention   towards   the   interactive   element   of   videogames   and   the   role   of   the   player   must   be   applied.   This   thesis   will   highlight   where   these   approaches   are   both  useful  and  where  they  falter,  looking  to  develop  a  discourse  for  discussing   the   distinctiveness   of   videogames   on   the   landscape   of   other   media   and   textual   forms.  

     

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Ludic  and  Narrative:  Definitions  of  Use  in  this  Thesis  

In  their  simplest  definition,  this  thesis  will  use  the  terms  ludic  and  narrative  and   their  thematic  variations,  to  distinguish  between  the  elements  of  a  game  that  are   either   active,   ludic,   or   rather,   the   gameplay   sequences   (e.g.   the   interactive   elements   of   the   game   where   the   player   has   influence   on   the   immediacy   of   the   game),  and  those  with  are  passive,   narrative,  the  story  elements  that  surround   the  interactive  sequences.  

Videogames  contain  comparable  elements  that  are  recognisably  literary,   containing  written  or  verbal  “text”,  both  in  the  delivery  of  the  game-­‐fiction  itself,   as  well  as  part  of  the  items  packaging  –  providing  context,  backstory,  and  points   of   connection   –   which   independently   and   collectively,   offer   the   player   a   milieu   through  which  to  locate  their  function  within  the  game.  Yet,  videogames  equally   provide   storytelling   through   non-­‐literary   practices,   elements   that   that   do   not   necessarily   have   a   narrative   thrust,   however,   nonetheless   provide   a   communicated  narrative  within  the  context  of  the  game-­‐fictions.  Narrative  is  an   account   of   connected   events,   presented   in   a   sequence,   written,   spoken,   and/or   pictorially  delivered  through  the  use  of  either  static  or  moving  imagery.  Unlike   traditional   narrative   forms,   with   videogames,   the   participant   can   access   the   narrative  largely  at  their  discretion,  interact  directly  with  the  world  created,  and   shape  their  progression  through  the  story.  

 

Player  and  Agency  

Videogames  have  a  well-­‐established  grammar,  necessary  in  directing  the  player   –  both  in  terms  of  location  and  challenge  –  in  order  to  progress  the  game  and  the   story.   Players   are   frequently   permitted   to   carry   out   actions   or   are   offered   a   multiplicity   of   branches,   which   they   may   choose   to   travel,   in   progressing   the   narrative   of   the   game-­‐fiction.   This   differs   from   the   process   of   reading   (with   limited   exceptions),3  and   observing   (such   as   in   the   mediums   of   film   and  

television),   both   of   which   are   predominately   passive,   linear   experiences   when   viewed   in   their   traditional   formats.   Graphical   choices   made   in   the   visual   presentation   of   the   game-­‐world,   where   both   environment   and   avatar   are                                                                                                                  

3  Limited  exceptions  of  codex  narratives  that  require  concerted  reader/player  interaction  include  

literary  works  such  as  Nabokov’s  Pale  Fire  and,  more  recently,  works  of  popular  literature  such   Ian  Livingstone’s  Fighting  Fantasy  novels.  

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concerned,   aid   to   facilitate   a   more   concise   understanding   of   the   grammar   specific  to  the  game  being  played,  and  may  effect  or  hinder  the  progress  of  both   the   game   and   the   development   of   the   in-­‐game   fiction   produced   as   a   result   of   gameplay.  The  key  difference  between  the  discussion  of  narrative  in  videogames   and   that   of   narrative   found   in   other   media   is   that,   in   videogames,   a   working   balance   between   the   established   game-­‐fiction   and   the   narrative   of   gameplay   must  be  annexed  onto  one  another.  

Furthermore,  interaction  in  the  game-­‐world  must  seem  logical,  either  in   the  context  of  the  real  world,  or  in  the  game-­‐world  and  its  rule-­‐based  structure.   Decisions  and  actions  taken  by  players,  which  essentially  constitute  their  agency   within  the  frame  of  the  game-­‐world,  must  have  ramifications  within  the  game-­‐ fiction  that  are  tangible  and  demonstrable.  Even  if  the  outcome  of  the  story  in  a   videogame   may   be,   and   in   most   instances   is,   predetermined   and   fixed,   in   all   other  media  it  is  the  creator  (author,  director,  painter,  etc.)  who  holds  most  of   the  agency  over  the  object  created.4  Videogame  creators  share  their  agency  with  

the   player,   albeit   in   a   controlled,   manipulated   and   leading   way.   Hence,   in   videogames,  gameplay  and  narrative  are  interrelated,  both  affecting  and  affected   by   the   involvement   of   the   player.   Every   choice   made   by   the   player   leads   to   a   different   story   element,   whether   small   and   momentary,   or   large   and   pressing.   Player   choices   therefore   have   the   potential   to   cause   ripples   that   will   be   felt   throughout  the  narrative.5  

The  question  then  becomes,  should  story-­‐based  videogames  continue  to   be   analysed   from   traditional   narratological   perspectives?   Are   the   story   telling   techniques   found   in   videogames   deserving   of   their   own   media   specific   form   of   discourse?   This   thesis   will   argue   in   the   affirmative.   The   interplay   between   gameplay  and  narrative,  the  agency  the  player  has  in  the  story,  both  directly  in   its  progression  and  construction,  as  well  as  frequently  in  its  very  outcome,  are   facets   that   require   different   methods   of   analysis.   Therefore,   in   addition   to   the                                                                                                                  

4  Note  that  this  premise  is  increasingly  under  question  in  academic  debate;  on-­‐line  and  fan-­‐co-­‐

created   literature,   which   has   been   an   element   of   literacy   production   since   the   19th   century,   all  

point  to  the  authorial  role  of  the  participant.  

5  It  should  not  be  ignored  that  there  are  many  technicalities  that  go  into  building  a  videogame,  

and   that,   therefore,   discussions   of   hardware   and   platform,   both   in   their   capabilities   and   limitations,  is  a  valid  one.  However,  this  thesis  will  focus  on  videogames  as  an  aesthetic  object,   their  interactive  elements  and  the  game-­‐world  inside  the  videogame,  rather  than  the  means  with   which  the  player  accesses  these  via  hardware.  

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large   volumes   of   literature   currently   dedicated   to   this   topic,   starting,   for   the   most   part,   with   Espen   Aarseth’s   work   in   Cybertext,   I   will   argue   for   medium   specificity  in  the  study  of  videogames  and  their  narrative  potential.  

 

Story  and  Narrative  

Mieke   Bal,   in   her   introduction   to   Narratology:   Introduction   to   the   Theory   of   Narrative,   states   that   the   study   of   narrative   is   the   study   of,   ‘texts,   images,   spectacles,   events;   cultural   artefacts   that   “tell   a   story”’   (Bal,   3).   Narrative   can   therefore   be   broadly   defined   as   the   manner   in   which   something   is   communicated,  even  if,  as  Bal  notes,  ‘[it  is]  not  always  easy  to  decide  whether  a   given  [artefact]  should  be  considered  narrative’  (ibid).  Although  this  may  be  the   case,   narrative   remains   a   compelling   historical,   fictional,   journalistic,   etc.,   schema,  through  which  stories  are  relayed;  stories,  which  may  be  found  in  many   art   forms   such   as   text,   film,   speech,   photography,   song.   The   story   and   plot   elements  are  the  account  –  the  what  or  something  –  that  is  being  communicated   through  the  narrative  of  the  object.  

Naturally,  not  all  videogames  have  narrative  structures  in  the  traditional   sense,   and   therefore,   not   all   videogames   tell   stories.   Videogames,   through   the   role  of  the  player,  can  be  helpfully,  if  somewhat  reductively,  categorised  into  two   key   varieties:   videogames   that   are   designed   to   guide   the   player   through   a   progression  towards  an  end  goal;  and,  those  that  offer  the  player  a  world  with  no   fixed  goals,  a  world  that  is  constantly  evolving.6  This  thesis  will  focus  specifically  

on   videogames   in   the   former   category;   videogames   that   are   designed   to   tell   a   closed  story,  and  where  the  progression  of  the  story  is  the  foremost  motivation   in   playing   the   videogame;   titles   that   contain   observable   and   relatable   stories   within  their  narrative  arrangements.  

 

Context  and  Methodology  

In   approaching   this   topic,   this   thesis   will   be   divided   into   two   main   chapters:   ‘Character,’  and  ‘Story,’  both  of  which  are  narratological  elements  intrinsic  to  all   stories   regardless   of   the   arrangement   they   may   take.   As   I   will   argue,   game-­‐                                                                                                                

6  As   example:   roleplaying   games   (i.e.   Final   Fantasy)   and   strategy   games   (i.e.   The   Sims)  

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fiction,  more  than  other  forms  of  fiction,  is  an  act  of  conveyance,  which  is  to  say   that  players  shape  and  carry  the  story  through  their  interactions  with  the  game-­‐ world.  Between  its  fixed  plot  indicators  –  moments  when  a  videogame  assumes   control,   delivering,   for   example,   pre-­‐rendered   cinematic   sequences   or   unavoidable   verbal   exposition   –   players   are   consistently   projecting   their   own   interpretations   of   the   story   onto   the   frame   narrative   of   the   game.   Using   key   signifiers  of  things  such  as  backstory,  environment,  along  with  character  abilities   and  attributes,  players  are  motivated  by  their  progress  through  the  story  as  they   shape  the  videogame’s  interactive  elements  through  an  emergent  narrative.  

Early   videogames   conducted   all   of   their   exposition   through   text;   hence,   these  text-­‐based  videogames  were  seen  as  a  form  of  reductionist  literature  or  a   form  of  an  interactive  fiction.  Due  to  the  immediacy  in  the  similarities  between   the  format  and  that  of  other  text-­‐based  media,  narrative  theories  were  applied.   As   graphic   fidelity   improved   –   first   through   the   use   of   hand-­‐drawn   animation,   and   later   in   three-­‐dimensions   –   graphics   became   the   players’   portal   into   the   game-­‐world,  replacing  to  a  great  extent  the  need  for  text.  With  the  advent  of  full-­‐ motion   video   in   videogames   –   as   a   function   of   which   games   have   been   disseminated  as  ‘interactive-­‐movies’  –  attempts  to  deal  with  games  shifted  from   literary   theory   to   film   studies.   Key   examples   of   this   would   stem   as   far   back   as   Don   Bluth’s   Dragon’s   Lair   (1986)   and   Space   Ace   (1989),   both   of   which   drew   heavily  on  the  creator’s  initial  roles  in  animation  (with  both  Disney  and  later  his   own   established   production   studio),   and   later,   videogames   which   sought   to   replicate   movie   style   motifs,   such   as   Sega’s   Night   Trap   and   LucasArts’   Rebel   Squadron  series  of  games;  game’s  which  employed  cinematic  techniques  to  elicit   cinematic  performances,  where  the  reception  of  the  on-­‐screen  action  superseded   the  players’  involvement.  

Following   this   brief   overview   of   games   scholarship   one   can   readily   see   why   initial   studies   of   videogames   formed   themselves   around   the   established   prepositions  of  literature  or  film.  The  dominance  of  these  fields  and  their  models   in  academia,  as  suggested  above,  appeared  to  adequately  fit  the  purpose  in  the   study   of   videogames   based   on   the   notion   that   videogames   simply   repurposed   these  forms.  Therefore,  little  attention  was  directed  towards  the  differences  with   which   videogames   tell   their   stories,   and   as   a   consequence   various  

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misconceptions  arose  concerning  the  multiplicity  of  ways  in  which  videogames   can  and  do  tell  their  stories.  Over  the  many  years,  there  has  been  a  vast  catalogue   of   literature   added   to   Aarseth’s   initial   move   into   game   theory,   and   this   thesis   seeks   to   continue   what   I,   along   with   these   various   contributors,   deem   a   necessary   continuation   of   a   more   medium-­‐specific   approach   to   the   analysis   of   videogames.  

For   example,   videogames   do   not   offer   narratives   told   along   a   singular,   pre-­‐determined   track,   in   the   same   sense   as   most   other   story-­‐based   media.   Certainly   literature   and   film   can   have   stories   which   are   presented   out   of   sequence,   nevertheless,   these   sequences,   regardless   of   the   construction,   are   permanent,   and   if   reread   or   watched   appear   in   the   same   order.   Player   agency   eliminates  the  possibility  of  a  fixed  linearity  within  the  frame  of  the  game’s  story,   and   in   most   instances   videogame   stories   must   be   approached   as   branching   narratives.   Moreover,   videogames   do   not   simply   tell   or   show   stories,   they   are   designed   to   actively   offer   various   courses   of   action   and   to   anticipate   player   involvement   as   the   game-­‐fiction   is   experienced.   Videogames,   therefore,   are   different   than   their   textual,   audio   and   visual   representation;   they   are   a   concourse   on   which   the   player   builds   and   through   which   the   game-­‐fiction   emerges.  

 

Empirical  Case  Study:  The  Last  of  Us  

As  a  case  for  discussion  I  will  focus  on  The  Last  of  Us,  a  game  developed  by  UK-­‐ based  software  publisher  Naughty  Dog,  exclusively  for  the  PlayStation3  console   in  2013.7  The  Last  of  Us  is  an  action-­‐adventure  title,  frequently  categorised  under  

the  ‘survival  horror’  genre.  The  game  is  played  from  a  third-­‐person  perspective,   and  players  alternate  between  controlling  Joel,  a  character  tasked  with  escorting   a  young  girl,  Ellie  (an  occasional  second  playable  character  in  the  game),  through   the  remains  of  a  desolated  American  landscape.  Play  between  the  two  characters   alternates  automatically  within  the  videogame,  and  they  must  use  weapons  and   stealth  to  defend  against,  and  circumvent,  the  game’s  antagonists,  in  the  form  of   hostile  humans  and  animals  who  have  been  infected  with  a  mutated  fungus.  The                                                                                                                  

7  There  was  a  later  rerelease  of  the  game  for  the  PlayStation4  in  2014,  with  improved  graphics,  

updated   high-­‐definition   resolution,   and   included   addition   downloadable   content,   however,   the   core  game  experience  remained  the  same.  

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player   can   at   any   point   engage   the   ability   ‘listen   mode,’   which   activates   a   heightened   sense   of   alertness,   enabling   the   player   to   locate   hostiles   in   the   surrounding  environment.  

The   majority   of   the   game   is   played   as   Joel,   who   must   solve   puzzles   and   manipulate   the   environment   to   aid   Ellie’s   passage   (i.e.   repositioning   crates,   unlocking   doors,   abetting   in   Ellie’s   inability   to   swim,   and   so   on).   Ellie,   when   under  the  players’  control,  is  a  more  diminutive  presence  in  the  game-­‐world,  the   player   required   to   sneak   around   rather   than   engage   hostiles.   Ellie   however   becomes  a  more  formidable  force  in  the  later  stages  of  the  game  with  the  ability   to  use  long-­‐range  weapons.  

The  story  of  the  game  revolves  around  the  outbreak  of  a  mutated  fungus,   which  spreads  rapidly  throughout  the  United  States,  transforming  infected  hosts   into  ravaging,  cannibalistic  assailants.  In  the  prologue  to  the  main  game,  Joel  is   seen   losing   his   twelve-­‐year   old   daughter   when   she   is   accidentally   shot   by   a   military   soldier   during   the   initial   chaos   of   the   fungal   outbreak.   Twelve-­‐years   later,   and   with   most   of   civilisation   now   dispersed   by   the   outbreak,   the   player   finds  Joel  working  as  a  smuggler  in  one  of  the  heavily  guarded  sanctuaries  that   now   scatter   the   landscape.   Players   eventually   aligned   with   Ellie,   whom   Joel   discovers   has   been   infected   by   the   fungus,   yet   is   displaying   no   symptoms.   The   hope  is  that  her  immunity  to  the  fungus  may  lead  to  the  discovery  of  a  vaccine.  

The   game-­‐fiction   spans   four   seasons   and   various   locations   as   Joel   and   Ellie  attempt  to  locate  a  group  known  as  the  Fireflies.  The  group  eventually  picks   up   the   pair   and,   as   Ellie   is   being   prepared   for   surgery,   Joel   discovers   that   to   research  the  vaccine,  Ellie’s  infected  brain  it  must  be  removed  and  studied.  Joel   fights   his   way   to   the   operating   room   and   escapes   with   an   unconscious   Ellie.   When  she  later  awakens,  Joel  lies  to  her,  telling  her  that  the  Fireflies  had  found   other   infected   people,   immune   to   the   fungus   and,   unable   to   find   a   cure,   abandoned  the  notion.  

 

       

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‘Characters  and  avatars  are  vehicles  onto  which  [players]  project  their  own  goals,   skills,  experiences  and  understanding  of  the  game.’  

Jan  Simons  Narrative,  Games  and  Theory    

Chapter  One:  Avatar  and  Player  

 

In  her  discussion  of  character,  Mieke  Bal  writes  that,  ‘character  is  intuitively  the   most  crucial  category  of  narrative,  and  also  the  most  subject  to  projections’  (Bal,   115);  meaning,  that  as  a  reader,  character  is  the  element  of  narrative  onto  which   we  project  the  greatest  extent  of  identification.  Bal’s  claim  can  be  attributed  to  all   forms  of  narrative,  including  videogames.  Players  will  assume  agency  within  the   game-­‐world  they  inhabit,  and  this  is  traditionally  administered  through  the  use   of  an  in-­‐game  object,  be  that  a  character,  or  rather  an  avatar.  Although  there  are   examples   that   counter   this   claim,8  in   every   instance   players   interact   with   the  

game-­‐world;  potential  in  the  form  of  an  on-­‐screen  cursor  or  by  directing  action   through  delegation,  thus  often  finding  themselves  acting  as  the  avatar.  

  Although  it  could  be  argued  that  there  are  distinctions  between  the  term   character   and   avatar,   and   I   myself   feel   that   there   could   be   purposefulness   in   appropriating  the  term  character  into  games  studies  –  my  distinction  being  that   a  character  is  a  pre-­‐set,  predetermined  object,  and  an  avatar  is  a  object  wholly   created   by   the   user   –   it   is   necessary   to   employ   a   medium   specific   term   to   describe  the  multiplicity  of  game  objects  used  to  control  or  manipulate  the  game-­‐ world.   In   both   instances,   what   is   of   key   importance   to   this   thesis   is   how   the   player   embodies   the   on-­‐screen   object,   employing   both   characteristics   from   within  the  game-­‐fiction,  and  elements  for  within  the  player,  and  bridging  these  to   personify   the   on-­‐screen   object   and   project   vicariously   a   representation   of   the   player  (whether  pre-­‐set  or  customisable).  

With   videogame   narrative,   particular   attention   should   be   directed   towards   Bal’s   assertion   that   the   subject   projects   various   emotions,   traits,   qualities,   and   so   on,   onto   a   particular   avatar.   In   short,   the   player   projects                                                                                                                  

8  By  way  of  example,  Sony  Entertainment’s  Flower,  where  the  player  controls  the  motion  of  the  

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qualities   onto   an   avatar   with   which   s/he   then   identifies.   Players   place   themselves   in   the   role   of   an   in-­‐game   avatar,   acting   through   the   avatar,   and   embodying  the  fictionalisation  of  the  avatar  in  the  game-­‐world.  

In  this  chapter  I  will  discuss  how  the  study  of  the  avatar  in  videogames  is   embedded   in   the   later   part   of   Bal’s   statement,   where   she   explains   that   a   character   (e.g.   avatar)   is   that   element   of   narrative   onto   which   readers,   spectators,  and  players  are  most  likely  to  project  their  desires,  and  with  which   they   will   consequently   identify.   In   this   chapter,   I   will   be   specifically   concerned   with   the   players’   on-­‐screen   representation   as   the   component   with   which   the   player   interacts   with   the   game-­‐world.   Bal’s   claim   speaks   to   the   embedded   avatarisation  of  videogame  characters  as  fictional  objects  under  the  framework   and  motivation  of  the  game-­‐fiction,  a  framework  within  which  the  avatar  exists,   under   the   player’s   participation   in   the   fictionalised   motivation.   This   directly   affects  players  in  terms  of  both  the  immediacy  of  the  game  and  of  their  desire  to   progress   the   story.   This   established   relationship,   between   player   and   game-­‐ world,  and  the  combination  of  avatar,  game-­‐fiction,  motivation  and  interaction,   inform   the   player’s   participation   and   amenability   to   the   fallacy   of   the   game-­‐ fiction.  

 

Avatar  and  Player  

In  narratological  terms,  a  character  can  be  identified  as  an  actor  with  distinctive   human   characteristics,   ‘[who]   has   no   real   psyche,   personality,   ideology,   or   competence   to   act,   but   does   possess   characteristics   which   make   psychological   and  ideological  description  possible’  (Bal,  80).  Therefore,  Bal  defines  a  narrative,   in  part,  in  terms  of  the  agents  that  participate  within  it,  noting  that  the  presence   of   character   –   broadly   defined   as   fictional   beings   created   by   an   author   and   existing   within   fictional   texts   –   as   an   essential   characteristic   of   narrative.   The   same  is  true  of  videogame  narratives.  

Willem   Weststeijn,   in   his   contribution   to   the   Amsterdam   International   Electronic  Journal  for  Cultural  Narratology,  agrees  that,  ‘character,  together  with   plot,   is   one   of   the   most   important   elements   of   any   story.’9  Often,   with  

                                                                                                               

9  Willem  Weststeijn,  <http://cf.hum.uva.nl/narratology/a07_weststeijn.htm#_edn1>  [accessed  

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videogames,   characterisation   is   formed   through   what   the   player   does,   rather   than  simply  who  the  avatar  is,  building  characterisation  through  both  direct  and   indirect  presentations  of  the  avatar  in  the  game-­‐fiction.  With  regard  to  The  Last   of  Us,  this  chapter  will  examine  the  relationship  between  the  two  protagonists,   Joel  and  Ellie,  discuss  both  avatars  as  individual  agents  within  the  game,  and  the   relationship  between  the  two  characters  that  is  developed  over  the  course  of  the   game-­‐fiction.  

 

Interplay  Between  Avatar  and  Player  

The  study  of  avatar  in  videogames  involves  the  analysis  of  the  relationship  that   avatars   have   to   other   characters,   the   situations   they   encounter,   and   the   environment   in   which   they   find   they   find   themselves;   and   this   necessarily   extends   to   the   relationship   between   the   player   and   the   avatar   on-­‐screen.   Identification,   more   so   than   in   other   narrative   forms,   establishes   a   mediated   sense   of   perception   on   the   part   of   the   player,   and   the   characteristics   of   the   videogame  avatar  are  adoptive,  in  the  sense  that  the  players  will  be  empowered   within  the  game-­‐world.  Videogame  players  are  therefore  more  than  readers  or   observers,   they   are,   through   the   convention   of   the   avatar,   active   participants,   actively   enabled   and   encouraged   to   intervene   in   the   game-­‐fiction.   Therefore,   interactivity  is  a  significant  enabler  of  identity  formation  between  the  player  and   their  on-­‐screen  avatar.  

Most   videogame   avatars   often   have   fictitious   backstory   and   characteristics  ascribed  to  them,  with  which  the  player  can  assimilate  alongside   their  own  projections  onto  and  into  the  on-­‐screen  avatar.  Players  fill  in  the  gaps   in  the  avatar’s  profile,  and  within  the  histories  and  characteristics  prescribed  to   the  avatar,  players  bridge  the  spatial  gap  between  player  and  avatar.  Rather  than   an   empathetic   response,   a   player   forms   a   polyadic   connection   with   the   avatar   through  the  multiplicity  of  constituents  acting  both  inside  and  outside  the  game-­‐ world.  

The  player  is  the  agent  outside  the  videogame  who  plays.  As  has  already   been   noted,   in   most   cases,   the   player   of   a   videogame   will   assume   the   role   of   a   avatar;  and  in  those  instances  where  an  on-­‐screen  avatar,  one  as  a  visible  object   in  the  game-­‐world,  may  be  absent,  players  generally  exercises  their  agency  in  the  

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game-­‐world   through   another   representative   object   or   article.   Avatars   will,   in   most  instances,  exist  outside  an  absolute  set  of  predetermined  boundaries  that,   for  example,  may  be  found  in  the  linearity  of  more  traditional  narrative  forms.  As   a  consequence,  player  agency  effects  the  game-­‐fiction,  both  passively  (by  simply   progressing   the   narrative)   and   actively   (in   determining   story   elements).   Narration   in   videogames   is   a   shared   experience   between   the   game-­‐fiction   and   the   player’s   agency   therein,   under   an   establishment   of   an   adopted   concern   for   the  avatar  on-­‐screen  (Wardip-­‐Fruin,  74).  The  players’  narrative  empathy  for  the   avatar   establishes   this   shared   response,   creating   in   the   player   concern   and   anxiety  that  is  paralleled  in  the  imagined  emotions  and  sensations  of  the  avatar   on-­‐screen.  

Therefore,   avatarisation,   more   than   any   other   element   in   videogames   narrative,  demonstrates  the  need  for  a  conflation  between  both  a  narratological   and   the   ludologists’   approaches   to   videogame   analysis.   The   medium   has   particular   methods   of   representation,   working   from   both   inside   the   game   as   much  as  through  the  position  of  the  player,  and  both  are  directly  and  integrally   linked.   Even   in   their   most   inhuman   or   indistinguishable   incarnations,   there   exists   an   intersubjective   connection   between   the   player   and   the   represented   avatar   on-­‐screen.   This   intersubjectivity   is   established   through   the   player’s   investment  in  the  on-­‐screen  avatar,  and  further,  in  the  player’s  investment  of  the   avatar’s   role   within   the   narrative   drive   of   the   game-­‐fiction,   and   ultimately,   the   player’s   role   in   governing   that   avatar.   These   elements   are   germane   to   the   medium   of   videogames   in   the   manner   with   which   the   user   interacts   with   the   story.  

Unlike   characters   in   codex   narratives,   an   on-­‐screen   avatar   possess   diegetic  properties,  acting  not  only  as  the  player’s  presence  in  the  game-­‐world,   but   also   as   an   active   narrator   whose   exposition   is   the   avatar’s   activity   in   the   game-­‐fiction  under  the  control  of  the  player.  Felix  Schroter  and  Jan-­‐Noel  Thon,  in   their   essay   ‘Videogame   Characters,’   note   that,   ‘   videogames   cannot   and   should   not   be   reduced   to   either   interactive   simulation   [e.g.   gameplay]   or   “predetermined”  narration,  since,  on  the  one  hand,  [videogames  are]  constituted   precisely   by   the   complex   interplay   between   these   two   modes   of  

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representation.’10  It  is  unproblematic  to  suggest  that  videogame  avatars  can  be  

evidenced   as   displaying   both   narrative   qualities   and   ludic   properties,   and   therefore   this   chapter   will   support   the   suggestion   towards   a   discussion   on   the   interplay  of  both  components.  

 

Joel  

Joel   is   the   main   protagonist   in   The   Last   of   Us,   and   the   avatar   that   the   player   controls  for  the  majority  of  the  game.  In  the  opening  prologue,  Joel  is  shown  as  a   single  parent  raising  his  daughter  Sarah.  It  is  clear  from  the  interactions  between   the  two  characters  that,  with  the  responsibility  of  supporting  and  raising  Sarah,   Joel  is  simply  making  ends  meet.  A  conversation  over  the  phone  with  his  brother   Tommy  reveals  that  there  is  a  pressing  concern  that  Joel  may  lose  his  job.  Later   that   evening   Sarah   surprises   Joel   with   a   watch   for   his   birthday.   The   watch   becomes  a  precious  memento  in  the  later  stages  of  the  game.  Over  the  television   the   pair   learn   that   citizens   across   various   parts   of   the   country   have   started   attacking   people   in   an   unexplainable   frenzy.   A   noise   outside   the   house   draws   Joel,   with   Sarah   at   his   side,   to   investigate.   Outside,   a   crazed   assailant   attacks   them.   They   manage   to   overpower   the   attacker   and   make   their   escape.   The   prologue  ends  when,  after  having  made  various  attempts  to  leave  town,  Sarah  is   shot  by  a  panicked  solider  at  a  military  checkpoint.  Before  the  solider  can  kill  Joel   as  well,  Joel’s  brother  Tommy  arrives  to  intervene.  After  dispatching  the  solider,   Joel   and   Tommy   unsuccessfully   try   to   stop   Sarah’s   bleeding,   and   Joel,   crying,   hunches  over  his  dying  daughter  as  the  screen  cuts  to  black  and  the  game’s  title   screen  is  displayed.  

The  prologue  establishes  many  of  Joel’s  characteristics  that  the  player  will   take  into  the  game,  forming  both  the  players’  understanding  and  construction  of   the  avatar,  as  well  as  scrutinising  his  behaviours.  For  example,  Joel  is  shown  to   be   strong   and   able-­‐bodied,   quick   thinking,   resourceful,   and   determined.   At   the   same   time,   a   deep   affection   runs   through   Joel,   shown   in   his   protective,   loving   relationship  with  his  daughter.  

                                                                                                               

10  Felix  Schroter  and  Jan-­‐Noel  Thon,  <https://www.diegesis.uni-­‐

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The   foundation   of   game-­‐fiction   is   an   important   component   of   characterization.   Players   not   only   occupy   a   space   on-­‐screen,   there   is   a   submission  to  the  fictionalization,  the  make-­‐believe,  that  the  player  is  part  of  the   game-­‐world.  Players  exact  their  agency  not  only  according  to  the  structure  (e.g.   the  ‘rules’)  of  the  game;  they  participate  in  playing  out  the  game-­‐fiction.  As  Evan   Skolnick  notes,  in  videogame  Storytelling,  ‘the  mode  of  narration  is  primarily  used   to   represent   avatars   as   fictional   beings   to   whom   the   players   can   ascribe   a   specific  corporeality,  mentality,  and  sociality  […]  [and]  let[s]  the  avatar  function   as  a  representation  of  the  players  in  the  social  space  of  the  game’  (Skolnick,  58,   italics   in   original).   Here,   Skolnick   is   writing   specifically   about   Massive   Multi-­‐ Player  Online  Role  Playing  Games  (MMORPG),  however,  the  manner  in  which  a   player  ascribes  characteristics  to  an  avatar  through  which  s/he  enters  the  game-­‐ fiction  is  equally  true  of  single-­‐player  games,  and  games  that  do  not  function  as   persistent   on-­‐line   worlds   such   as   in   The   Last   of   Us   share   similar   modes   of   narration.  Yet  rather  than  ascribing  these  elements  to  an  avatar  created  by  the   player,   in   The   Last   of   Us,   players   are   directed   at   and   through   an   on-­‐screen   avatar/character   specific   to   the   game-­‐fiction.   The   prologue   works   to   establish   the   players’   presence   in   the   social   space   of   the   game-­‐fiction,   and   therefore,   establishes  the  role  that  they  will  be  asked  to  take  on.  

Following  the  prologue,  the  player  assumes  control  of  Joel  approximately   twelve-­‐years  later,  when,  with  the  majority  of  mankind  wiped-­‐out,  Joel  acts  as  a   merciless   and   callous   smuggler   trafficking   weapons   and   medical   supplies   through   an   established   quarantine   zone.   Following   a   botched   exchange,   Joel   becomes  indebted  to  Marlene,  the  head  of  a  group  known  as  the  Fireflies,  and  is   tasked  with  transporting  ‘cargo’  to  the  group’s  main  headquarters.  That  cargo  is   Ellie  who,  during  an  unexpected  attack  early  in  their  journey  is  bitten  by  one  of   the  infected.  Before  Joel  can  kill  her,  for  fear  that  she  will  turn  on  him  once  the   infection   takes   hold,   it   is   revealed   that   Ellie   has   already   been   infected   for   over   three   weeks,   yet   is   showing   no   symptomatic   signs   of   change.   The   pair’s   continued   journey   to   the   Fireflies   base   therefore   becomes   a   critical   one   in   the   development   of   both   Joel   and   Ellie   as   characters,   and   in   the   narrative   of   the   game-­‐fiction  for  the  player;  Joel,  seeking  redemption  for  failing  to  save  his  own   daughter   by   protecting   Ellie,   and,   by   association,   potentially   saving   humanity;  

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and   for   Ellie,   safely   making   it   into   the   hands   of   the   Fireflies   in   the   hope   of   expediting   the   discovery   of   a   cure   or   vaccine,   thereby   facilitating   a   return   to   a   more  civilised  order  in  the  world.  

Katie  Salen  and  Eric  Zimmerman,  in  their  work  The  Rules  of  Play,  concur   that,  ‘players  recognize  the  [on-­‐screen  avatars  as]  a  fictive  characters  that  [the   player]   can   pretend   to   be,   […]   a   piece   of   equipment,   a   tool   which   extends   the   player’s  agency  in  the  game  activity,’  and  specifically,  ‘[as]  a  part  of  the  player’s   presentation   of   self’   (Salen   and   Zimmerman,   381).   This   is   noteworthy   in   the   relationship  between  a  player  and  the  avatar  they  control  as  it  highlights  both  he   dichotomy  of  the  player’s  presence  inside  and  outside  the  game-­‐world,  and  the   necessary   relationship   that   is   established   between   player   and   avatar   in   the   manner  in  which  the  player  preforms  their  role  within  the  game-­‐fiction.  

Players,  like  consumers  of  literature,  film  and  television,  apply  conceptual   characteristics   to   their   on-­‐screen   avatar,   and   through   this   process   invest   themselves   in   that   character;   however,   the   investment   is   enhanced   in   videogames   as   the   player   is   asked   to   act  out   as   if   they   were   the   avatar,   rather   than   simply   observing   a   character’s   actions.   This   alters   the   manner   of   identification   a   player   has   with   their   on-­‐screen   avatar,   and   therefore   differs   to   the  largely  passive  experience  found  in  film  or  literature.  The  manner,  in  which   the  player  embodies,  or  rather,  plays  the  role  of  the  character  –  in  the  motions   necessary   to   progressing   the   game-­‐fiction   (i.e.   overcoming   obstacles,   solving   puzzles,   dispatching   antagonist,   etc.)   –   is   an   identification   of   the   players’   connection  with  the  avatar  on-­‐screen,  and  both  the  player  and  character’s  place   within   the  fiction  of  the  game-­‐world.  Players’  agency  within  the  game-­‐world  is   therefore  significant  in  facilitating  this  identification.  Characters  in  videogames,   unlike  those  in  novels  or  films,  function  as  malleable  narrative  constituents.  The   developer  of  the  game  defines  the  possibilities  that  exist  for  the  player;  however,   they  offer  a  field  in  which  the  player  is  free  to  experiment.  

By   way   of   example,   in   the   later   stages   of   the   game,   Joel   takes   Ellie   to   a   small   town   where   he   hopes   to   find   an   individual   by   the   name   of   Bill,   an   old   acquaintance   who   is   indebted   to   Joel.   The   journey   into   and   around   the   town   involves   traversing   areas   filled   with   infected   citizens.   The   player,   however,   discovers   that   the   area   has   been   set   up   with   a   number   of   manmade   and  

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environmental   traps   that   assist   the   pair   in   reaching   the   townhouse   where   Joel   believes   Bill   resides.   Using   these   traps   and   the   general   surroundings,   Joel   and   Ellie  make  it  to  the  townhouse.  There  they  meet  Bill,  yet  he  demands  that  Joel  go   and  reset  all  of  the  traps  that  where  activated,  as  these  form  part  of  Bill’s  main   line  of  defences  against  the  infected.    

At  the  same  time,  the  player  can  acquire  a  number  of  spare  parts  to  fix  an   old  car.  Informed  that  the  player  must  acquire  the  car  parts,  players  re-­‐set  the   traps,  collect  all  the  elements  to  repair  the  vehicle,  and  therefore  progress  in  the   game.   The   area   is   large   and   open,   with   only   partial   walls   remaining,   alongside   old   vehicle   wrecks   and   other   environmental   barricades,   to   shield   the   player.   There  is  no  set  path  or  pattern  to  completing  the  area,  and  the  manner  in  which   the  player  chooses  to  engage  –  be  it  aggressively,  through  gun  fights  and  deadly   takedowns,   or   passively,   by   stealthily   sneaking   through   the   area,   or   indeed   a   combination   of   the   two   –   is   a   direct   result   of   the   gamer’s   play   style,   which   profoundly  affects  the  composition  and  portrayal  of  the  avatar  on-­‐screen.  

As   Seymour   B.   Chatman   notes   in   writing   about   text-­‐based   literary   narrative,   rather   than   videogames,   ‘[a]   character   exists   in   a   paradigmatic   relationship  with  the  plot,  which  is  syntagmatic’  (Chatman,  126).  This  is  true  of   text-­‐based   narratives,   however,   with   videogames,   each   element   of   players’   interactions  forms  part  of  the  recognition  of  themselves  within  the  portrayal  of   the  on-­‐screen  avatar,  hence,  when  Chatman  adds,  ‘[that  this  is  formed]  through  a   construction   of   traits   and   recognizable   characteristics’   (ibid),   with   videogames   there   is   a   further   unifying   element,   in   that   these   traits   and   characteristics   are   ascribes  not  only  through  the  game-­‐fiction,  but  uniquely  to  the  players  portrayal   of  the  avatar.  This  characteristic  of  videogames  is  an  element  that  is  dependent   on   the   players’   individual   reading   of   Joel,   and   an   assimilation   of   the   traits   and   characteristics  with  which  the  player  identifies  and  carries  into  the  act  of  playing   the  avatar.  

These  conceptual  characteristics  manifest  themselves  in  a  similar  fashion   in   other   media   –   through   a   design   of   physical   action,   verbal   explanation,   and   descriptive  prose  (or,  in  the  case  of  videogames,  one  might  better  use  the  term   observable   game-­‐world).   Game   players   equally   use   these   conceptual   characteristics,   however,   alongside   more   game   specific   features,   such   as  

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