Get a Clue: Clues and Obra Dinn

Co-group leader and resident anxiety machine Albert Aboaf

“The contradiction? Elementary.” I say, before submitting every possible piece of evidence from the court record in a pathetic attempt to convince Ace Attorney I’ve been paying attention.

The difference between the puzzle of a traditional detective story, and the puzzle of a game floating loosely in that genre, is fundamentally set around the question of the audience’s relationship to the method of solution; the clue. In the traditional form of the puzzling story, the primary work expected of the audience is in interpretation. This is of course, because the story medium doesn’t allow the reader to discover things on their own. You can never truly see the scene of the crime as Holmes does.

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Minecraft: The Robinsonade of Creativity or Colonialism?

Group project summary, by leader Adayan Munsuarrieta

Minecraft (2009) is a sandbox survival game that was developed by Mojang and has evolved into a household staple across the United States. The initial premise of Minecraft is similar to that of the genesis of the robinsonade genre; the story of Robinson Crusoe in its survival and resource building mechanics. Robinsonade stories have existed for centuries which means their popularity and colonialist themes have stood the test of time. However, through its incorporation of multiplayer features and creative mode, Minecraft has had a split between being a robinsonade survival game and a creative outlet for people to construct their own worlds. Nearly eleven years since the release of Minecraft, how has it reproduced stereotypes within its genre and how has its new modes influenced the perception of the game?

Daniel Defoe’s novel, Robinson Crusoe, set the norm for many of its successors through its colonialist origins and themes such as survival, the exploitation of natural resources, and otherness. Throughout the novel, the protagonist is faced with numerous challenges from being taken hostage by Moroccan pirates to being shipwrecked on an island alone; his one goal remains the same: to survive and benefit himself. During his shipwreck, Crusoe made his own settlement and claimed ownership of the land and its resources like the diamond mine. He finds ways to not only survive on the island but also sees things through an industrial lens. Similarly, during his journey we see him make companions such as Xury and Friday and make enemies out of indigenous people he defines as cannibalistic monsters. Despite this distinction between ally and foe that Crusoe made, he devalues the lives of people of color as he makes Xury an indentured slave for ten years and reduces Friday to being his slave. Therefore, Daniel Defoe’s Robinson Crusoe creates a generic category that reproduces the colonialist experience.

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The Forest: Spatial Narratives in a Subversive Robinsonade

Group presentation summary by Peter Forberg. This post will contain small spoilers for survival horror game The Forest.

The history of the Robinsonade is the history of shipwrecks: by boat, by plane, or by spacecraft, hapless travelers find themselves stranded on the shores, hidden beneath the canopies, or lost in the sands of some remote island or labyrinthian forest or sprawling desert. In this sense, The Forest (2013) begins much like any other transit disaster, sending the player crashing down into the trees of a mountain-lined peninsula with no other survivors—no other survivors except the player’s adolescent son, who is immediately pulled from the wreckage by a looming, naked mutant. And so, at the outset, The Forest announces that it is not merely a sandbox for enterprising colonizers, nor does it hide the fact that this brave new world is filled with dangerous mystery and lush with stories. Understanding that The Forest emerged during the survival-crafting game boom of the early 2010s, the developers needed a way to differentiate their game from the endless explore-mine-build games that followed Minecraft’s (2009) massive success. Thus, they took a different approach to the genre, with the director of the game Ben Falcone stating, “Our focus is much more on a survival horror experience, letting players experience being in the world of ‘The Hills Have Eyes’ or an 80’s Italian cannibal film” (Savage 2013). Seven years out of the initial alpha release, Falcone’s vision has been realized (with a sequel in the works), so what exactly does The Forest accomplish within this generic category; more specifically, how does it apply and subvert the tropes players will associate with popular survival games such as Minecraft or Terraria (2011)?

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Gone Home and Spatial Storytelling

Group project summary, by leader Guadalupe Godinez

Gone Home is a first-person exploration video game, or interactive exploration simulator as described on Steam, developed and published by The Fullbright Company. The game opens up to you standing in front of the doorway of your house, having just arrived from a trip abroad to a dark and empty home on a rainy night. The beginning of the game introduces exploration and looking for clues as its main mechanics to enter the house and progress further into it and figure out where everyone has gone. As the character, you can interact with objects, pick them up and inspect them, walk around, basically everything you should be allowed to do in your own home. The main story in the game is you should look around the house and figure out where your family has gone. Meanwhile, the atmosphere stays uneasy with tension throughout your journey.

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An Analysis of the End of Tell No One by Guillaume Canet (2:00:05–2:06:44)

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by Joalda Morancy, Shahrez Aziz, Wyn Veiga, Ashwin Prabhu, and Frank Martin

Plot & Occurrences

As the film comes to an end, it becomes apparent that Alexandre will finally receive closure in regards to the dark conspiracy that was revealed to him in the previous scene. After learning of the absolute truth from Margot’s father, he heads to the lake where he initially fell in love with Margot as kids. After finishing his drive, he exits the car to see the damaged dock where the initial incident occurred. A reflection of his relationship, the dock has broken as a result of the damage over the last eight years. He continues to the tree where they would mark each year together, reflecting on their relationship. A crucial element of the scene in this is Alexandre’s bloodied hand in the everlasting beauty of the forest, a signal of how their relationship has been through so much torment.

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The Cinematography of Retrospection in Guillaume Canet’s Tell No One

Screen Shot 2020-04-30 at 4.57.02 PM

by Meagan Johnson, Joon Choi, Meira Chasman, Matthew Martinez, Dylan Kanaan

Editing: 

As Alex reminisces, there is an intertwining of two contrasting scenes: the funeral of his presumed deceased wife and their joyous wedding day. This style of cinematography and editing closely resembles cross-cutting; this ultimately promotes the feeling of parallel action. Cross-cutting is defined as the switching back and forth between two or more scenes in different locations that appear to be occurring simultaneously. Tension is increased as the cinematographer accelerates the rhythm of the cross-cutting.

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Gone Home as Melodrama and Gothic Fiction

Group project summary, by leader Counti McCutchen

Gone Home utilizes several of the themes that serve in melodramas and gothic fiction. The staples of melodramas include, well, drama—exciting characters and events that play on the viewer’s emotions. Gone Home delivers on that perfectly. The characters have secrets, even characters other than Sam. The mother is showing concern about Sam and might be getting too close to her coworker, Rick. The father is struggling with his books and potentially alcohol. Both parents are struggling in their marriage. These are familiar tropes in drama that Gone Home makes its own through the lens of the player and how Sam reacts. Historically, melodramas also have interspliced songs, which Gone Home has with cassette tapes that can be played throughout the house. Unlike most melodramas, however, there is not hammy or unrealistic acting. Since no actual actors are present, this would be hard to deliver on anyway. Sam’s diary readings come off as sincere and realistic, hinting more toward drama rather than melodrama. However, they are emotional, especially with their culmination at the end.

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Tragedy in Last Day of June, Through Murray

Group project summary, by leader Joe Gill

The Last Day of June is a beautiful, heart-wrenching game that effectively utilizes Janet Murray’s constructions of Agency and Transformation in order to create an effective tragic video game. The game centers on Carl and June, a couple whom tragedy strikes. After a car accident takes the life of June, Carl gains the power to control his neighbors in the past, and through changing their actions the day of the crash, he hopes to ultimately change the fate of his wife. The tragedy of the game is brought to its full emotional power in part due to the effective construction of bounded player agency and creative character transformation.

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Tragedy

Group project summary, by leader Loki Aguilera-Keifert

So I went through the two readings from Janet Murray, and while they don’t necessarily cover Tragedy across the board, I thought there were a decent amount of really key thoughts that she expressed.

For instance, when she talked about the game Myst, I enjoyed reading her analysis that the “most dramatically satisfying endings are the near-identical losing branches” in which you choose to free either Achenar or Sirrus instead of their father. Regardless of who you choose between the two, you end up imprisoned in the “very same dungeon from which he has escaped…throughout the game you have peered into each brother’s dungeon through a static-ridden, credit-card-size window embedded with the parchment page of an enchanted book” as both a last laugh sorta move and a sudden 180 flip in spatial positioning. Your mobility significantly reduced, your realization that you are the superimposed static image in the window–it’s pretty damn tragic hahaha.

I also thought the following question would be good to raise, also from Murray’s work:

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