Thursday 14 November 2013

Analysis of Agency within The Walking Dead Video Game

Through use of the problem solving model presented in Kristine Jorgensen’s paper on the link between problem solving within video games and the inherent effect on player agency which arises from those choices (2003), a methodological framework which allows for the analysis of agency within a given scenario of a game can be created. Using this framework to analysis a single scenario within Episode One of The Walking Dead Game (Telltale, 2012) will allow both the effectiveness of the agency within the scene and the overall usefulness of the methodology to be assessed.

Within video games, agency is generally considered as any type of action taken by the player which results in direct change on a situation within the game which continues the narrative (Murray, 1997), or simply as the “power to progress the course of action in a game” (Jorgensen, 2003). As playing a computer game can be considered a series of problems which the player must solve, most action taken by the player would be considered an agency action. Espen Aaresth labeled these problems as “aporia”, a roadblock in the game which requires the player to solve a specific problem to continue, while the solution to the problem is termed an “epiphany”; as it represents a sudden realization by the player allowing them to solve the aporia. Aaresth also states that when confronted with an aporia, players will usually develop a hypothesis as to what the epiphany could be from previous, similar aporia which they have already encountered and solved.

Jorgensen’s model of problem solving combines the concept of aporia and epiphany along with the concept of agency to create a general model for problem solving. This model is divided into three phases which progress to ether an epiphany which solves the problem, or failure. The first phase Jorgensen terms “comprehend the aporia”; this is when the player encounters an aporia and must seek to understand the problem. This is a mental step where the player prepares for action. The second phase is when the player must develop a strategy to reach the epiphany, which Jorgensen theorizes players will form subconsciously through the manifestation of past experiences in similar aporia they have already encountered. The third phase is when the player takes intentional action. This is the stage where the player applies the strategy from the second phase and attempts to solve the aporia. Finally, the strategy will ether solves the aporia through an epiphany and progression of the game or will lead to failure which will normally result in the player returning to phase one.

Throughout The Walking dead, players are presented with an interactive narrative in which they can control the actions of Lee Everett. The narrative is often presented to the player through different choices the player can make to solve a problem or simply respond to an in-game characters question. Within Episode One of the Walking Dead, the player is tasked with the rescue of another character that is trapped in a motel room. Once the player reaches the character, the game reveals the character to be a young girl. The girl informs you that she has been bitten and will soon become a zombie, then asks the player to “lend” her their gun. The game then gives you a very limited time to choose what to do. As this scenario visually presents players with different options and the narrative as a whole is based around player choice to solve specific problems, analysis through Jorgensen’s model is highly appropriate.

In the first phase of the problem solving model, the player must correctly understand the aporia presented; that the girl they have just rescued will shortly die and she is asking for your gun in order to kill herself. Once realized, the player enters the second phase and must chose a strategy they hope will lead to epiphany. Instead of subconsciously creating a plan however, The Walking Dead presents the player with three options; ether give the girl the gun, refuse to give her the gun or do nothing and allow the other characters to resolve the situation without input from the player. The player will then enter the third phase by choosing one of the options. Any of the three options will progress the game, however all three will lead to a different continuation.

While this scenario can be analyzed with the Jorgensen model, the game gives the player choices on screen to select as their response. This means that instead of subconsciously choosing their plan, players can consciously judge which plan is most likely to deliver the best continuation of the game instead. Additionally, as players are given set choices, most players would assume that any option they select would be correct and so the second phase does not operate as intended by Jorgensen. Finally, while player action is required to continue the game, the option to do nothing will result in the game progressing without your input. This is a valid solution which must be done consciously by the player but may not fall under the tradition definition of an agency action.

Through analysis of a scenario within The Walking Dead using the Jorgensen model, we can conclude that while not ideal, the model shows that the player must execute an agency action in order to reach an epiphany which resolves the aporia presented. This example also allows problems in both the scenario and model to be seen. In order to improve the scenario in The Walking Dead, developing an alternative method of choice which would allow the player to organically choose a response to the aporia while still maintaining the sense of urgency and branching narrative options, would allow for a greater sense of agency as the player would be free to try their own subconsciously realized solutions. This example also suggests that the Jorgensen model can be further developed to allow for less traditional games situations such as branching game narratives in which there are several different “correct” outcomes which lead to progression of the game.




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Aarseth, Espen (1999). Aporia and  Epiphany in  Doom  and  The Speaking Clock. The Temporality of Ergodic  Art, in Cyberspace Textuality. Computer  Technology  and Literary  Theory. Bloomington: Indiana University Press.

Davidson, D. (1980). Essays on Actions and Events. Clarendon Press: Oxford.

Jorgensen, K. (2003). Problem Solving: The Essence of Player Action in Computer Games. [Online] Available http://www.digra.org/dl/db/05150.49599.pdf [November 16th 2012]

Jørgensen, Kristine (2003). Aporia &  Epiphany in Context: Computer  Game Agency in Baldur’s Gate II & Heroes of Might & Magic IV. [Online] Available http://www.ub.uib.no/elpub/2003/h/705002/Hovedoppgave.pdf [November 16th 2012]

Murray, Janet (1997).  Hamlet on  the Holodeck. The  Future of  Narrative in Cyberspace. New York: The  Free Press

Telltale Games (2012). The Walking Dead: Episode 1. California: Telltale Games.

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