{"title":"Finishing the Fight, One Step at a Time: Seriality in Bungie’s Halo","authors":"Jens Bonk","doi":"10.7557/23.6156","DOIUrl":null,"url":null,"abstract":"The computer game series Halo has become one of the largest and most profitable transmedia franchises in the world, with lifetime sales of more than $3 billion in 2013 (Halo Waypoint). The narratives within the Halo universe unfold across several computer games, comic books, novels, short films (including advertising) and ARGs. On top of these corporate products that form the core ‘canon,’ fan communities have built intricately connected, additional narratives (e.g. Rooster Teeth’s Red vs. Blue) based on the story and/or the technology provided by the Halo games. This paper seeks to explore the different modes of seriality that Halo engages with. It thus traces Halo’s narrative across what Denson and Jahn-Sudmann have called “intra-ludic, inter-ludic and para-ludic” boundaries (2013). Obviously Denson and Jahn-Sudmann’s approach lends itself to the analysis of the complex fiction of Halo as a whole, but also of its constituent parts and their interrelations. \nAs with a lot of modern transmedia franchises, Halo’s narrative universe is at the same time splintered and unified, each installment standing on its own, but also being connected to a larger, fictional history. Consequently, it represents the culmination of what Marsha Kinder first described as “transmedia intertextuality” (1993) and what Henry Jenkins has developed further in several volumes and articles (e.g. 2003, 2011). \nBeginning with the big picture of Halo as a transmedia universe, this paper will analyze the relationships between the different layers of seriality that make up Halo as a singular, yet disjointed, narrative. While para-ludic and inter-ludic elements of Halo’s seriality as a narrative universe are relatively obvious and clearly delineated, intra-ludic seriality within the Halo computer games is less visible and more subtle. Thus, in an effort to give a more detailed explanation of the role intra-ludic seriality plays in Halo as a whole, a large part of this paper will consist of a close reading of Halo 3’s first chapter. A central concept for this analysis will be the notion of “serial one-upmanship” or “outbidding” (cf. Jahn-Sudmann and Kelleter 2012), which is at the core of Halo 3’s intra-ludic seriality. While Halo 3 is divided into clearly marked chapters, this paper will argue that its intra-ludic seriality extends further and is shaped by elements of the gameplay itself. In order to offer a detailed analysis of these elements, Aki Järvinen’s terminology for elements of games will be employed (2007).","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eludamos: Journal for Computer Game Culture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7557/23.6156","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
The computer game series Halo has become one of the largest and most profitable transmedia franchises in the world, with lifetime sales of more than $3 billion in 2013 (Halo Waypoint). The narratives within the Halo universe unfold across several computer games, comic books, novels, short films (including advertising) and ARGs. On top of these corporate products that form the core ‘canon,’ fan communities have built intricately connected, additional narratives (e.g. Rooster Teeth’s Red vs. Blue) based on the story and/or the technology provided by the Halo games. This paper seeks to explore the different modes of seriality that Halo engages with. It thus traces Halo’s narrative across what Denson and Jahn-Sudmann have called “intra-ludic, inter-ludic and para-ludic” boundaries (2013). Obviously Denson and Jahn-Sudmann’s approach lends itself to the analysis of the complex fiction of Halo as a whole, but also of its constituent parts and their interrelations.
As with a lot of modern transmedia franchises, Halo’s narrative universe is at the same time splintered and unified, each installment standing on its own, but also being connected to a larger, fictional history. Consequently, it represents the culmination of what Marsha Kinder first described as “transmedia intertextuality” (1993) and what Henry Jenkins has developed further in several volumes and articles (e.g. 2003, 2011).
Beginning with the big picture of Halo as a transmedia universe, this paper will analyze the relationships between the different layers of seriality that make up Halo as a singular, yet disjointed, narrative. While para-ludic and inter-ludic elements of Halo’s seriality as a narrative universe are relatively obvious and clearly delineated, intra-ludic seriality within the Halo computer games is less visible and more subtle. Thus, in an effort to give a more detailed explanation of the role intra-ludic seriality plays in Halo as a whole, a large part of this paper will consist of a close reading of Halo 3’s first chapter. A central concept for this analysis will be the notion of “serial one-upmanship” or “outbidding” (cf. Jahn-Sudmann and Kelleter 2012), which is at the core of Halo 3’s intra-ludic seriality. While Halo 3 is divided into clearly marked chapters, this paper will argue that its intra-ludic seriality extends further and is shaped by elements of the gameplay itself. In order to offer a detailed analysis of these elements, Aki Järvinen’s terminology for elements of games will be employed (2007).
电脑游戏系列《光晕》已经成为世界上最大、最赚钱的跨媒体游戏之一,2013年的总销售额超过30亿美元(《光晕Waypoint》)。《光晕》宇宙中的故事在若干电脑游戏、漫画书、小说、短片(包括广告)和arg中展开。在这些构成核心“经典”的企业产品之上,粉丝社区基于《光晕》游戏提供的故事和/或技术构建了错综复杂的附加叙述(游戏邦注:如Rooster Teeth的《Red vs. Blue》)。本文旨在探讨《光晕》所采用的不同串行模式。因此,它跨越了Denson和Jahn-Sudmann所说的“搞笑内、搞笑间和搞笑旁”的界限来追溯《光晕》的叙事。显然,Denson和Jahn-Sudmann的方法不仅适用于分析《光晕》作为一个整体的复杂小说,也适用于分析其组成部分及其相互关系。与许多现代跨媒体游戏一样,《光晕》的叙事世界既分裂又统一,每个部分都是独立的,但也与更大的虚构历史有关。因此,它代表了玛莎·金德(Marsha Kinder)首次描述的“跨媒体互文性”(1993)和亨利·詹金斯(Henry Jenkins)在几卷书和文章中(例如2003年和2011年)进一步发展的高潮。本文将从《光晕》作为一个跨媒体宇宙的大图景开始,分析构成《光晕》的不同连续性层面之间的关系。虽然《光晕》作为叙事宇宙的准搞笑和跨搞笑元素相对明显且清晰,但《光晕》电脑游戏中的搞笑序列却不那么明显且更加微妙。因此,为了更详细地解释《光晕》中的角色,本文的大部分内容将是仔细阅读《光晕3》的第一章。这一分析的核心概念将是“系列优势”或“竞标”的概念(参见Jahn-Sudmann and kellett 2012),这是《光晕3》的内部连续性的核心。虽然《光晕3》被划分为明确的章节,但本文认为其内部的游戏序列会进一步扩展,并受到游戏玩法本身元素的影响。为了提供对这些元素的详细分析,我们将使用Aki Järvinen关于游戏元素的术语(2007)。