9/10 Literary Games Group

Hi everyone!

I wanted to open this post with a tragic reminder: as the academic year winds to a close, so too will the Literary Games Group. Depending on the work I get for the remainder of the year, next week may be the last session of the LGG for 2025. This week, though, we discussed the idea of genre further. What does it mean for a literary genre to be transposed into game format? And what effects does realism have on the game experience? In the case of something like Red Dead Redemption (Rockstar 2010), does a game’s realistic attempts at simulation allow for the game to hoodwink players into believing things that are outside of a historical context? Does it even allow them to absorb messages about what good values are, as long as the hero gets tired and needs to work to earn money to buy their realistically functioning cowboy horse? Elements of realism (citing Mark Fisher’s idea of capitalist realism and neoliberalist mechanics represented in games) can lower the player’s guard, and create misunderstandings about our own reality, deliberate or not. 

This week we played and finished Red Tape, which contains an incredible moment of gameplay whiplash, the likes of which I don’t know I’ve seen before. The previously fetch-quest driven, dialogue game about wandering through Hell becomes a game all about platforming while dodging projectiles. The game’s strange disjunction and odd ending, where the game appeared to run out of budget, was both a shame and terribly entertaining. It worked on some bizarre level, but also felt like the developers just couldn’t quite figure out how to finish their game properly without making it into a jump-em-up. Still, it had fun mythological and historical references, and was at least “literary” in that sense. Also “the economy” was the best demon ever.

For next week, I selected a reading on “Literary Studies and Role-Playing Games”. How have we played with roleplaying games, both on the board and in the digital realm, in a literary sense? In fact, can we even count them as “literary”? This is a question asked by scholars David Jara and Evan Torner in the larger book The Routledge Handbook of Role-Playing Game Studies, published just last year. 

Hope everyone has a lovely week ahead!

2/10 Literary Games Group

Hi everyone!

Last week we had an earlier games group session at 9am in the morning, where we discussed the importance of literary genre to our perception of a game’s procedural rhetoric. We talked about the idea that a game’s expectations are set up at the very early stage of genre identification. Expectations being set this early can create opportunities to subvert a player’s expectations, while at the same time that can frustrate players who were expecting a more straightforward experience from their genre fiction. The chapter focused specifically on cowboy and noir detective literary genres, saying that literary expectations about these genres has carried over and been perpetuated by video games. 

We played Electrobasis, a free first-person adventure game about playing as an angel that inhabits electrical equipment to help solve a bunch of people’s problems, in order to reopen a casino. It was a lovely, positive, relaxing game and it comes highly recommended. Thanks to Liam for recommending it! We also started Redtape, a game about rising through the ranks of management in an office building in Hell, which seems very entertaining. We picked the scariest possible name for a demon, “the economy”, striking fear into the hearts of our fellow employees just by uttering our name. 

I’ve attached a reading from the same book for this week. In this chapter, Sara Humphreys discusses how genre is tied to realism, and how realism informs a game’s rhetoric and argument. In some ways, just by presenting a realistic game world, a game can make a player more susceptible to certain arguments, even if just in very subtle or minute ways. We’ll be meeting at the usual time (2pm) this Thursday. Come with some consideration of how your favourite game genre might align with a literary genre, and where the genre’s ideas and codifying moments come from! Not much left of the academic year, so I’ll keep everyone posted about when the group will end for 2025, before I will be running it again next year!

Hope everyone had a nice weekend 🙂

25/9/25 Literary Games Group

Hi everyone,

This week we had a look at the reading about parasocial relationships with game characters by Joleen Blom. What does it mean to form a connection with a video game character? Advertisers and companies can leverage the narrative connection we feel with a character, selling us merchandise or further stories predicated on our love for the character. The way that connections are formed mechanically within a game as well can be fairly easily codified by meters, gifts, or just saying the thing that the character wants to hear, even if it’s not what we actually believe. Games reward us for making relationships mechanical transactions, thus exposing the nature of the Non-Player Character as a quasi-person. And because of that, a player’s opinion of “a quasi-person may decrease since the character no longer upholds the illusion of being a person-like entity with their own will”. As was also observed during the discussion, game relationships also do not require much maintenance. Once someone is your best friend or your love interest, you can just coast on that relationship being rock solid for the rest of the game, meaning you just move on to socializing with your next best friend – not exactly how relationships in the actual world work!

This week, with our focus on character relationships, I put forward Franz, a mobile horror game based around a manipulative relationship with a small nymph-like creature living in your phone or tablet. At first, it seems you have the control over Franz – but eventually she begins to flip the relationship around, using you just as much as you might use her to pass time. I found that Franz is a legitimately harrowing art-game experience that calls into question these parasocial relationships. However, it also has a deliberately designed destabilizing effect on the player’s mood, and I would even go so far as to call it invasive thanks to the use of notifications to pressure you into spending time with the game. Hence, we ended up returning to the much lighter Expelled! (thanks again to Atom for providing it to the group to play) and we were treated to an audio drama rendition of it by Maddie and El as our main actors – thanks to you both for your involvement playing the game! I think we each found a character to connect to, and even without our group’s collaborative voice acting, it is easy to hear the character’s voices based on how they are written.

This week, I have attached a reading from Sara Humphreys, who interrogates game genre in her book “Manifest Destiny 2.0: Genre Trouble in Game Worlds”. How do literary genres manifest in video games? What is problematic (or successful) in regard to genre? Come next time with some thoughts about genre in video games, and how your favourite games connect to literary genres (and how they might differ). 

See you all next week!

11 / 9 Literary Games Group

Hi everyone,

This week we had a discussion about simulations and strategy games. What does it mean to avoid simulating critique of empire and imperial systems of oppression in strategy games, as Mukherjee argued that Age of Empires did? How do certain games attempt to model the decay of empire? In Rome: Total War, overpopulation and overextension cause empire-wide riots, and your economy can suddenly collapse due to mismanagement and an overreliance on your imperial war machine as you clash against rival empires.And are there any games that do legitimately attempt to resist the common language of strategy games: expansion and dominance? Even games that allow you to play as the colonized in history ask that you perform those imperialistic tasks, but in reverse, against the actual-world oppressor. It is an interesting thought exercise to consider civilization-building as no longer reliant on dominance and destruction; how do we simulate new ways of thinking?

This week, thanks to Maddie, we played through Kitty Horrorshow’s Anatomy, a haunted suburban house that analyzes the importance of the house, and the inherent monstrosity present within spaces. It was great to play through for me, as it fed into ideas of ruin and discomfort being generated by decay. We also played through Barbotine, which attempts a similar thing, but relates it more to anxiety and a lack of confidence in one’s own body image. Even if it isn’t as effective as Anatomy, it is a fun companion piece. 

Next week, I’ve selected a reading from Joleen Blom’s book Video Game Characters and Transmedia Storytelling: The Dynamic Game Character about the potential to form parasocial relationships that exists between video game players and video game characters. Can we feel anything for these characters? Do relationships extend beyond actually playing the game?

24/7/25 Literary Games Group

Hi everyone,

This week we had a discussion around Bogost’s concept of persuasive games, and his reflection on the term he coined. It’s interesting to see how honest he is about the failings of persuasive games, in that people prefer to talk about the concept rather than play the actual games he developed. We thought that this was because the games were insistent on the moralizing they were engaging in, and were always a bit too up front about what they were trying to persuade. The systems behind the games were both too complex and the message too simple. We played an actual persuasive game that Bogost referenced, Molleindustry’s McDonald’s Game, and observed that phenomenon in action. We thought that the game caricatures McDonald’s and in doing so perhaps trivializes their evil, and makes it all too easy to enact. 

    The idea that video games cannot be persuasive unless they are explicitly made for that purpose is, we agreed, reductionist and hurts the cause of taking video games seriously. A game designer is already on the backfoot if they say that their game is important because it is serious. I suggest expanding the net of persuasive games and procedural rhetoric to include games that are non-serious, as it is in analyzing such games that a lot can be discovered.

We then played some of The Deed: Dynasty, where we must commit a murder and get away with it. While laughing at the strange dialogue was a lot of fun, it’s also worth considering how the game situates violence and murder within the context of other video games. Whereas most games make violence a short, sharp act, The Deed ensures that the player is involved with the planning of the murder at every step, which, even if the game falls short of its aims, at least provokes some reflection.

We also played a bit of an old favourite of mine, NO THING, a corner-turning simulator (or pseudo-rhythm game), set in a dystopic 1990s dreamscape, made up of floating faces and disembodied arms in the midst of a sea of meaningless two dimensional architecture. The way that it delivers its story is bizarre – via imagery and also nigh-incomprehensible lines read by a robot voice – but slowly, the longer you play, the more you piece together. We will likely play some more next week.

I’ve attached the next chapter of the Persuasive Games book, which involves a reflection on the growing gamification of things in general, everyday life. Miguel Sicart questions our need to make things abstract while also gamifying them. How has this affected us, or our perception of games (or life) in general? Do the multifarious reward systems present in gamified day-to-day have a strong impact on us? More than we might be aware of, perhaps? I’d love to hear what people think next Thursday, when we meet again from 2 til 4pm in the Digital Humanities Hub.

Have a great weekend, lovely to see everybody!

17/7/25 Literary Games Group

Hi everyone,

Great to see everyone again after the end of the break. I hope everyone enjoyed the first session back. Thanks to everyone who played a bit of something! Next week we will begin running at a regular time for the rest of the semester from 2 til 4pm-ish on a Thursday afternoon.

This week we played two very, very different games – Paratopic (Arbitrary Metric 2018) and Later Alligator (SmallBü, Pillow Fight 2019). Paratopic is a surreal work of existential horror that creates “a mistrust in reality” using a number of hard cuts between scenes and an uncertain, nonlinear storyline. The game grips from the outset but demands a lot from the player in order to figure out what exactly is happening, and who we are playing as. It is a game that links in to what I dubbed the “techno-haunted” in my Honours dissertation.

On the other hand, Later Alligator is a cute, humor-focused game in a New York city inhabited entirely by eccentric alligators. The player is tasked with interviewing thirty different alligators and playing unique minigames to progress the story. The two games are linked perhaps by their frequent use of different styles of gameplay to deliver the narrative. The repetitive structure of video games is a necessity in programming and designing them, meaning a video game’s arguments surface within that same repetition. These points are things that we had a bit of a discussion about regarding the reading. 

The introduction to Persuasive Gaming in Context already raised some interesting questions around what it means to be persuaded by a work of fiction in general. Some ideas floated around about games and immersion. Do games allow for a different kind of immersion, or one that is more effective? Perhaps neither is true. There was also some discussion around the idea that narrative is the vehicle for persuasion, and gameplay often conflicts with that traditional vehicle. The classic concept of ludonarrative dissonance informs us that games often fail to persuade when the gameplay and the narrative are at odds with one another, and this happens very frequently.

I have attached the reading for next week, which is Ian Bogost’s reflection on the idea of persuasive games that he helped to coin. How has the field done in the intervening years since his book and game development company were launched? What promises did he make, and how did that unfold? How might we consider persuasive games in the modern context, and how might we use it going forwards?

Hope to see you all next week, have a lovely weekend!

Literary Games Group 2025

In 2025 the Literary Games Group will still be running out of the Digital Humanities Hub (1.C.10) on the first floor of the Arts Building on the Dunedin campus at the University of Otago.

This year we will play a variety of games, from adventure games, to horror, to strategy, and to role-playing games – and everything in between, or outside the bounds of genre entirely.

Each session we casually discuss a reading sent out for the week, before getting stuck into playing games. We all have a go and play collaboratively, experiencing games as a group, whether they be new experiences or familiar ones for people. You don’t have to attend every session either, but of course it is more than welcome, especially if we enjoy a game and decide to continue playing it through from week to week!

To be added to the email list, please send an email to the coordinator for the group, Marina Cone, at marina.cone@otago.ac.nz.

We will be starting in semester one in a few weeks.

Hope to see you there 🙂

Literary Games Group 3/9/24

Hi everyone,

It has been a frenetic few weeks for me, with a lot going on. I have been trying to take the mid-semester break as a bit of a rest period before we get back into the final half of semester 2, 2024. How did that happen?

The last couple of weeks we have been playing through Silent Hill 2, a game which holds a lot of significance for me. Alongside games like Pathologic and The Void, Silent Hill 2 was one of the games that first opened my eyes to the possibilities that video games had as an art form and as a medium for storytelling. It is always a joy to watch people play it through for the first time, so thank you to everyone for indulging my own biases. I hope that it engenders the same feeling of appreciation in those of us in the group, who are playing it in a group setting rather than alone.

What interests me most is Silent Hill 2‘s use of space, and how it unfolds in very special ways. It is worth considering how film grain impacts our interpretation of events as well – some hate it when it comes to video games, but grain can be a part of a visual style so much so that we consider it to add a sense of history and reality. Finally, how do we imagine games outside of actually playing them? We can create our own imagined game worlds, and they can become incredibly personal. That is how I find myself experiencing many game spaces given the time I spend in them for both relaxation and research purposes.

For this week, I’ve selected a reading on video games and space – specifically, video games and tourism. This is a topic that (evidently) always fascinates me and holds my attention. I have been using tourism as a lens in relation to how I discuss ruins recently in my thesis. I hope you find some enjoyment from this week’s reading, the introductory chapter from Tom Van Nuenen’s book “Traveling through Video Games“.

Please let me know if you have any questions or suggestions for the remainder of the semester. If there is anything you would like to discuss or read about, I would be more than happy to oblige. I was even thinking of having a longer session to cap the year off and perhaps celebrate with food afterwards. Let me know if you would be open to that. It’s been a long and very busy year, and would love to commemorate getting through it somehow with a resurrected Literary Games Group!

All the best everyone, have a good relaxing rest of your mid-sem break and a cruisy start to the second half of semester 2!

Literary Games Group 12/3/24

It was great to see people again today! We discussed Nguyen’s chapter on games and agency. The idea that games are tools that inscribe agency is a fascinating one. We are goal-oriented when we play games, and it is interesting to consider our capacity to pick up a game, play it with a goal in mind, and then immediately drop said goal when we stop playing the game. We also brought up morality and moral judgements, imposed on us by the developer. The moral frameworks of each game are something that are worth thinking about, as we must examine how the rules of the game intersect with the fiction.

We started the 2009 horror/thriller Silent Hill: Shattered Memories this week, and plan to continue playing through it next week. The game is particularly relevant to the question of developer-enforced moral judgments, as the game invisibly judges the player on a number of similarly-invisible metrics. The psychological profile it creates might not be accurate, but it is very interesting. As is the question: do we play the game as ourselves, or do we play as the main character, Harry, searching for his missing daughter? When we play a game like this – what is the goal? The goal of a more ambiguous game may differ from player to player, which is what makes playing games like this communally such an enlightening experience.

This coming week, we’ll be reading the introduction of Astrid Ensslin’s “Literary Gaming”, as way back when (in 2021!) it was the first complete reading we did for the group. The name of the group was derived from the book, and the book still acts as a kind of mission statement, defining what exactly a literary game is. I felt it worth including this week as it still works well as a definition.

Looking forward to seeing everyone next week!

[Literary Games Group] 28/7/21 – Outer Wilds

Hi everyone,

This week we had a look at the second chapter of Matthew Spokes’ examination of “Gaming and the Virtual Sublime”, which contained a history of the sublime and ways we could attempt to define it, as well as a few examples of the feeling of the sublime in video games, such as the moment in The Elder Scrolls V: Skyrim where you look down from the top of the Throat of the World, the largest mountain in the game, and see the town you visited just a few hours prior as a bunch of tiny pixels on your screen. That discussion also inspired me to return to Morrowind, which I must do at some point…

Next week we’ll be reading the third chapter of the book, entitled “The Contemporary Sublime”.

We also started the long-awaited “The Outer Wilds“, which is already proving to be a perfect match for the book we are reading. The rolling, endless vistas of space, the fantastic architectural flourishes, and the thrill of discovery and engagement in a video game that is both intelligent and fun should prove to be a continually engaging experience throughout the semester.

Hope everyone has a great week, looking forward to seeing people next week!