Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Tantalizingly Unreadable: Books in Gone Home, Tacoma, and Firewatch

View through CrossRef
<p>So-called “walking simulator” computer games typically involve the exploration of 3D environments rendered with a high degree of verisimilitude. Typically, these environments contain embedded narratives (to use Henry Jenkins’ term) where the story is constructed as the player moves through the environment and examines objects that communicate a component of the story or provide background detail about the time and place in which the game is set. Many of these objects are not just examinable in terms of their material features, but, because they feature text, are readable. Yet some of these games, in which examining realistically rendered objects is primary to the gameplay, strangely feature codex books which undermine their environment’s verisimilitude and provoke the player by being incapable of being opened and read. In the case of <em>Gone Home</em> (2013), <em>Tacoma</em> (2017) and <em>Firewatch</em> (2016), some or all of the books that can be manipulated are original to the gameworld with authors, titles, and descriptions (as presented on front and back covers) that are highly intriguing to a bibliophilic gamer and have relevance to the story and/or world of the game. This presentation will discuss these books, how they relate to the story/worlds of the games, and how they, despite being unreadable, are potential paratexts that can function as tantalizing sites for player interpretation and speculation or for teaching about key concepts such as authorship and trade publishing.  </p>
Ryerson University Library and Archives
Title: Tantalizingly Unreadable: Books in Gone Home, Tacoma, and Firewatch
Description:
<p>So-called “walking simulator” computer games typically involve the exploration of 3D environments rendered with a high degree of verisimilitude.
Typically, these environments contain embedded narratives (to use Henry Jenkins’ term) where the story is constructed as the player moves through the environment and examines objects that communicate a component of the story or provide background detail about the time and place in which the game is set.
Many of these objects are not just examinable in terms of their material features, but, because they feature text, are readable.
Yet some of these games, in which examining realistically rendered objects is primary to the gameplay, strangely feature codex books which undermine their environment’s verisimilitude and provoke the player by being incapable of being opened and read.
In the case of <em>Gone Home</em> (2013), <em>Tacoma</em> (2017) and <em>Firewatch</em> (2016), some or all of the books that can be manipulated are original to the gameworld with authors, titles, and descriptions (as presented on front and back covers) that are highly intriguing to a bibliophilic gamer and have relevance to the story and/or world of the game.
This presentation will discuss these books, how they relate to the story/worlds of the games, and how they, despite being unreadable, are potential paratexts that can function as tantalizing sites for player interpretation and speculation or for teaching about key concepts such as authorship and trade publishing.
 </p>.

Related Results

Prostor doma u hrvatskim igranim filmovima s temom domovinskog rata
Prostor doma u hrvatskim igranim filmovima s temom domovinskog rata
The dissertation explores the formation of domestic space in contemporary Croatian society through its presentations in the medium of feature films. The cinematic domestic spaces a...
Tantalizingly Unreadable: Books in Gone Home, Tacoma, and Firewatch
Tantalizingly Unreadable: Books in Gone Home, Tacoma, and Firewatch
<p>So-called “walking simulator” computer games typically involve the exploration of 3D environments rendered with a high degree of verisimilitude. Typically, these environme...
Everyday Life in the "Tourist Zone"
Everyday Life in the "Tourist Zone"
This article makes a case for the everyday while on tour and argues that the ability to continue with everyday routines and social relationships, while at the same time moving thro...
Emotional Memory Forever: The Cinematography of Paul Ewing
Emotional Memory Forever: The Cinematography of Paul Ewing
Over a period of ten years Paul Ewing documented the life of his family on film – initially using Super 8 film and then converting to VHS with the advent of the new technology. Thr...
What is Home? Creating a Psychological-Based Framework of Home With Basic Psychological Needs Theory
What is Home? Creating a Psychological-Based Framework of Home With Basic Psychological Needs Theory
While psychologists regularly study the home environment, they less often study home as a concept, despite the benefits that psychology can both receive from and give to the study ...
A Randomized Clinical Trial of Home Intervention for Children With Failure to Thrive
A Randomized Clinical Trial of Home Intervention for Children With Failure to Thrive
Objective. To evaluate the efficacy of a home-based intervention on the growth and development of children with nonorganic failure to thrive (NOFTT). Design. Randomi...
Parental actions that correlate with preschoolers requesting larger portions of food when away from home
Parental actions that correlate with preschoolers requesting larger portions of food when away from home
Background: How does a parent’s action at home sabotage the way their child eats when they are not at home? This two-part study explored which parental behaviors at home were most ...

Back to Top