ET - As a fellow film studies scholar, I am often asked about how my studies of “analog” role-playing games tie into contemporary questions of media studies? What does a film studies scholar learn about film from looking at role-playing games and gaming in general? SLB – Well, first, I think that the “analog” nature of role-playing games is merely a formal and rather misleading distinction. While a game such as Dungeons & Dragons may be played in-person and in a small group, the original text is definitely a mass media product that has enjoyed widespread cultural influence. That product influenced the development of video games as we know them, as many of the earliest video games were attempts to recreate D&D dungeons. In addition, that product also spawned one of the most successful video games of all time; millions of gamers play World of Warcraft every day, the structure of which tightly follows the adventuring and leveling format of Dungeons & Dragons. For more on this topic, see Michael Tresca’s The Evolution of Fantasy Role-playing Games. Just as a film might be viewed by only one or a few people at a time, a role-playing game may be played in a small group. The mode of play enactment does not negate the mass media nature of the game product itself.Read more at Guy in the Black Hat.
Michael "Talien" Tresca is a game designer, author, communicator, and artist. He has authored numerous supplements and adventures for AEG, MonkeyGod Enterprises, Goodman Games, Otherworld Creations, RPGObjects, Ronin Arts, and Privateer Press. His articles and reviews have appeared in Allgame.com, D20 Filtered, Dragon, Gamers.com, Pyramid, and RPG.net. Michael lives in Connecticut with his wife, who is an editor, his infant son and his cat, all of which are fluent in English.
Wednesday, July 11
Immersive Gameplay – Interview with Sarah Lynne Bowman
The first interview is with role-playing game and media scholar Sarah Lynne Bowman. Her article in the volume “Jungian Theory and Immersion in Role-Playing Games” explores mainstream games such as Dungeons and Dragons and World of Darkness as means of individuating Jungian archetypes and Campbellian heroic journeys. She contends that the explanatory power of Jungian archetypes may be used to debunk the “escapist” moniker stamped on so many game-related activities.
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