"an uphill battle"
1 2023-12-08T22:02:24+00:00 Amber Tilling-Richards 530a783a57d3962a473eea495ca23667abd2258a 193 3 A screen recording of exploring Venus: can't find love. This video demonstrates game mechanisms like jumping and falling within the narrative. plain 2023-12-08T22:06:02+00:00 Amber Tilling-Richards 530a783a57d3962a473eea495ca23667abd2258aThis page is referenced by:
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2023-11-29T19:45:21+00:00
A textual world
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Amber Tilling-Richards
plain
2023-12-11T05:16:05+00:00
Climbing, falling, and landing on overwhelmingly large, red ominous text -- the gaming mechanisms in The Universe is a Lonely Place serves to parrallel the narrative as a means for communicating the challenges of loneliness. The in-game evironment being used as a tool is reminicient of the insight in Chapter 5 of Gone Home? Walking simulators and the importance of slow gaming of Reed's book, Adventure Games: Playing the Outsider, where it is explained that, “[Game] environments are platforms for understanding" (Reed et al 125). By this, it means that the player is able to extract substantive insight into the topic of loneliness not just through the textual narrative, but also the non-verbal ways in which we engage with the narrative in-game. Whether it is climbing which shows an exhausting task, falling which communicates helplessness, or simply big red text as a visual indicator of danger, this game communicates the challenges of loneliness through the way we traverse the gaming environment.
It is interesting to note that the game is set in our solar system. This familiarity in environment and knowledge of other planets in our solar system allows us to be connected enough to have an entry into understanding, but the vastness in scale of the solar system with us as just an individual assists in making the player feel alien even when visiting the familiar planet of Earth. Framing us as an alien intruder who can't connect to those on the planet they visit propagates the same feelings of otherness that is felt by someone suffering from loneliness. It can feel hard to reach out for help when theres vast voids of space around and feeling unconnected to any palce you visit. This challenge of lacking connection is explored through a platonic, romatic, and self-connection lens (depending on which planet you visit). Using the game environment to better understand loneliness thorugh the insight of people feeling alien and disconnected allows us to understand the source of why mental health issues have been so stigmatised. Those suffering don't feel that they can reach out so it is a complicated and often un-engaged with issue that's often left untreated, which lets stigma ruminate, which reinforces the barrier of sufferers reaching out as they may fear being miunderstood.
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2023-11-29T19:46:52+00:00
Exploration
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Amber Tilling-Richards
plain
2023-12-10T23:27:46+00:00
In the opening page of The Universe is a Lonely Place, we are met with a video game bit-style solar system and the rhetorical question, "where will your journey take you next?" In Janet Murray's Hamlet on the Holodeck, she talks about immersion being a way detaching from one reality and connecting to another. Specifically, she argues that "the enchantment of the computer creates for us a public space that also feels very private and intimate. In psychological terms, computers are liminal objects, located on the threshold between external reality and our own minds (Murray 99). In other words, Murray's insight shows us how the player is being invited, from the onset of the game, to immerse into the narratives that follow.
This invitation of immersion is important for games that deal with topics of mental health. Stigmatisation of mental health is often perpetuated simply because of lack of knowledge and exposure to these challenges. Therefore, we should be aiming to immerse as an active participant when learning about these topics through mediums such as interactive gaming. As the game points out, loneliness is a "complicated emotion" and thus the game demands full engagement if the player is to effectively receive the message of the narrative, as opposed to simply enjoying playing a game.
In Chapter 5: Gone Home? Walking simulators and the
importance of slow gaming of Reed's book, Adventure Games: Playing the
Outsider, it is explained that, “Environments are platforms for understanding in
walking simulators.” (Reed et al 125)