<b>Inklings and Tentacled Things: Grasping at Kinship through Video Games</b> // <i>Inklings</i> y cosas con tentáculos: Aferrarse al parentesco a través de videojuegos
DOI:
https://doi.org/10.37536/ECOZONA.2017.8.2.1354Keywords:
Video games, play, digital rhetoric, ecocriticism, media studies, cephalopods // Videojuegos, juego, retórica digital, ecocrítica, estudios de medios, cefalópodosAbstract
Connecting Haraway’s recent observations about “making kin” to video games, this essay examines how particular elements of the medium might cultivate nuanced considerations for multispecies relations. To fully grasp how video games broadly redefine relations between human and nonhuman animals, we must consider the role of game aesthetics and play mechanics in players’ experience of becoming-with. These elements of games fundamentally shape players’ engagements with the medium and are inextricably linked to their storytelling and production. Moreover, game aesthetics and play mechanics (in conjunction with storytelling) demand that players take specific actions and inhabit distinct roles during play, enabling players to not only think alternative kinships, but also enact making them. To demonstrate these points, I examine the aesthetics and gameplay of two tentacular video games, analyzing how they offer rhetorical models for productively thinking about humans’ relations to nonhuman species. I primarily focus on games that heavily feature cephalopod creatures because this specific animal class is often viewed as a rich site for phenomenological and ontological investigations (including in Haraway’s work). Thus, my research attends to specific video games and their tentacled characters to determine how they challenge players to entertain and enact alternative ontologies and human-animal relationships through play.
Resumen
Conectando las observaciones recientes de Haraway sobre "hacer parentesco" con los videojuegos, este ensayo examina cómo elementos particulares del medio pueden cultivar consideraciones matizadas para las relaciones multiespecies. Para comprender plenamente cómo los videojuegos redefinen ampliamente las relaciones entre los animales humanos y los animales no humanos, debemos considerar el papel de la estética del juego y la mecánica del juego en la experiencia de convertirse en jugador. Estos elementos de juegos fundamentalmente conforman los compromisos de los jugadores con el medio y están inextricablemente ligados a su narración y producción. Además, la estética del juego y la mecánica del juego (junto con la narración) exigen que los jugadores tomen acciones específicas y ocupen roles distintos durante el juego, permitiendo a los jugadores no sólo pensar en parentescos alternativao, sino también promulgarlos. Para demostrar estos puntos, examino la estética y la jugabilidad de dos videojuegos tentaculares, analizando cómo ofrecen modelos retóricos para pensar productivamente sobre las relaciones de los humanos con las especies no humanas. Me centro primordialmente en los juegos que caracterizan fuertemente a las criaturas cefalópodas, ya que esta clase específica de animales se ve a menudo como un sitio rico para investigaciones fenomenológicas y ontológicas (incluso en el trabajo de Haraway). Así, mi investigación atiende a videojuegos específicos y sus personajes con tentáculos para determinar cómo desafían a los jugadores a entretener y promulgar ontologías alternativas y relaciones entre humanos y animales a través del juego.
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