A Framework for Choice Hermeneutics


Focht Cyril Wardrip-Fruin Noah
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

Choices in storygames do more than create narrative branches, and mean more than cause and effect. The structure of hypertext is similar to choice structures, and the way links add semantic meaning to the text they connect is similar to the way choices add semantic meaning to the events they connect. We apply research from hypertext theory to expand the framework of choice poetics presented by Mawhorter et al. (2014), outlining more detail in the choice structure they propose and reframing their discussion of choice idioms. We demonstrate this analytical framework by applying it to a reading of Sonder (Focht 2019)—a game in which choices are written to emphasize their semantic function—to show how our framework expands the vocabulary around choices to provide more descriptive ability, and in turn more analytical insight, for critics and scholars analyzing games with choice structures.

 

What Does it Mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass


Arjoranta Jonne
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

The game King of Dragon Pass (A Sharp 1999) portrays what it is like to live as an Orlanthi, a member of the Storm Tribe. In order to successfully play the game, the player must understand the values that guide a tribe of Orlanthi in a hermeneutic process that requires the constant evaluation of the players’ prejudices of how people should live and be governed. This paper examines the hermeneutic process of interpretation the player goes through and shows how meaning works as a game mechanic in King of the Dragon Pass.

 

Ludology, Narratology and Philosophical Hermeneutics


Arjoranta Jonne, Karhulahti Veli-Matti
2014 DiGRA Nordic '14: Proceedings of the 2014 International DiGRA Nordic Conference

In this article we present the hermeneutic method as a tool for analyzing game studies discourses. We use Markku Eskelinen’s profusely interpreted “The Gaming Situation” (2001) as a case study. Our premise is that whereas the hermeneutic method is academically well-established, its conscious application is not. It is suggested that with conscious application of the hermeneutic method the persistent and problematic questions in game studies, like those related to narrative, definition, and art, gain potential to be treated with increased sophistication.

 

Do We Need Real-Time Hermeneutics? Structures of Meaning in Games


Arjoranta Jonne
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

Games differ from most other forms of media by being procedural and interactive. These qualities change how games create and transmit meaning to their players. The concept of “real-time hermeneutics” (Aarseth 2003) is analysed in order to understand how temporality affects the understanding of games. Temporal frames (Zagal and Mateas 2010) are introduced as an alternative way of understanding time in games.