I was browsing Slashdot and ran into an engaging article from Game Career Guide regarding the relationship that is built between the player and the video game and how self reference within a game isn’t inherently cheesy or unnecessary:
“It is useful to think about the boundary between player and fiction as an elastic membrane — a threshold — rather than a wall, like Adams does. Drawing attention to how this threshold functions through self-reference can actually enhance fiction rather than destroy it. It can draw the player and game fiction together rather than driving them apart.”
Weise goes on to examine self mention prevalence in Text based games namely, Zork:
“It was common in text-based adventure games to address the player directly, partially because of the interface device. Players had to use the keyboard to type in words to determine their next action. Since the words recognized were finite, the game had to give the player a lot of feedback and guidance. This often took the form of humorous commentary on the player’s failed actions, which games like Zork ridiculed with zeal. (For example, the command “eat self” would return, “Auto-cannibalism is not the answer.”) Self-reference in Zork can be seen as a strategy to deal with the fact that it was impossible to ignore the technological apparatus of the keyboard.
Text adventure designer Graham Nelson sees self-reference as an inherent part of the genre. There are several “voices” in text adventures that refer to multiple layers of reality. One of those voices, what Nelson calls the narrator, frequently straddles the line between reality and fiction. The player makes a request to the narrator (“throw rock”) through the threshold object of the keyboard. The narrator then attempts the request and reports back (“I don’t know the word ‘rock.’”). “Like the player, but unlike every character in the game (including the protagonist), the narrator knows that it is a game,” says Nelson. Since text is the only communication device, there must be a narrator of sorts to “talk” to the player and this cannot happen unless the narrator acknowledges the player’s existence.”
The article is relevant to the New Media curriculum and gives a brief history of self reference in games as well as some great reference points and “mind openers” within the general realm of game writing, thinking and playing.
“The self-referential aspects of games like Zork, Sonic the Hedgehog, Eternal Darkness, and Metal Gear Solid are examples of what Rune Klevjer refers to as “extended fiction,” the act of pushing out boundaries of make-believe to include certain aspects of the user’s reality. Because games are complex artifacts that function on different levels of reality simultaneously they are not “breaking” anything by sliding between the different levels of reality already at play. They are simply making use of the unique affordances of the video game medium, and trusting the player to be able to parse the different levels of reality into a coherent whole“
I can’t read that last paragraph without involuntarily thinking “Whoa, dude.” Isn’t it amazing how games basically allow us to exist and function on several planes of existance?