{"title":"Theorizing the Player-Playable Figure Relationship","authors":"H. Backe, Petri Lankoski","doi":"10.1353/nar.2022.0014","DOIUrl":null,"url":null,"abstract":"ABSTRACT:The paper revisits a central question in the study of characters in digital games: Do players of, for example, a racing game steer the virtual car directly themselves, or are they controlling the body of a virtual driver? This seemingly technical question is shown to be primarily cognitive and conceptual: players draw on their real-life and fictional frames of reference in an ongoing epistemological process of situating themselves vis-à-vis gameworld and playable figure. The traditional metaphor for this relationship, that of a cyborg, neither captures the variety of relationships suggested by games, nor the range of interpretations open to players. To overcome this limitation, I propose six conceptual types, based on the significance that tools and vehicles have for the playable figure. I ask: is there a co-dependence between equipment and user, is it permanent, and do they have a metonymic relationship to each other? These abstract categories are shown to be connected to archetypical proto-narratives epitomized by characters from mythology and popular culture, which players implicitly refer to in conceptualizing their relationship to the gameworld. The essay, then, offers a framework for the conceptual variety of player-playable figure-relations, which, in drawing on cultural history, should be equally transparent to scholars of game studies and narratology.","PeriodicalId":45865,"journal":{"name":"NARRATIVE","volume":"30 1","pages":"240 - 254"},"PeriodicalIF":0.5000,"publicationDate":"2022-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"NARRATIVE","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1353/nar.2022.0014","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LITERATURE","Score":null,"Total":0}
引用次数: 0
Abstract
ABSTRACT:The paper revisits a central question in the study of characters in digital games: Do players of, for example, a racing game steer the virtual car directly themselves, or are they controlling the body of a virtual driver? This seemingly technical question is shown to be primarily cognitive and conceptual: players draw on their real-life and fictional frames of reference in an ongoing epistemological process of situating themselves vis-à-vis gameworld and playable figure. The traditional metaphor for this relationship, that of a cyborg, neither captures the variety of relationships suggested by games, nor the range of interpretations open to players. To overcome this limitation, I propose six conceptual types, based on the significance that tools and vehicles have for the playable figure. I ask: is there a co-dependence between equipment and user, is it permanent, and do they have a metonymic relationship to each other? These abstract categories are shown to be connected to archetypical proto-narratives epitomized by characters from mythology and popular culture, which players implicitly refer to in conceptualizing their relationship to the gameworld. The essay, then, offers a framework for the conceptual variety of player-playable figure-relations, which, in drawing on cultural history, should be equally transparent to scholars of game studies and narratology.