Double Fine Adventure and the Double Hermeneutic Videogame Veli-Matti Karhulahti University of Turku Kaivokatu 12 20014 Turku, Finland [email protected] +358505336559 the same game skeleton, give or take an algorithm. [2] ABSTRACT This paper establishes a hermeneutic method for interpreting videogames. The method is termed double hermeneutic because of the player’s ability to affect the interpreted information. The double hermeneutic differs between games and game types, forming different double hermeneutic circles (DHCs) that players must access in order to experience games according to their designs. The paper bases its argument on the adventure game and suggests that the traditional point-and-click interface and 2D representation support the adventure game hermeneutic, which functions in synergy with the form’s aesthetic discourse. Author Keywords Hermeneutics; aesthetics; adventure games. ACM Classification Keywords H.5.4. Hypertext/Hypermedia. Theory. General Terms Design; Theory. INTRODUCTION On March 12, videogame developer Double Fine achieved over three million dollars in funding for their upcoming 2D graphic point-and-click adventure game on Kickstarter—the project being the largest crowd funded videogame to date [26]. What made players invest in a title that was deliberately announced to employ worn-out visual representation and a dated game interface? The academic interest of this question lies in the ontological permanence of the videogame, as described by Espen Aarseth: From Crowther and Woods’ original Adventure via Myst and Duke Nukem to Half-Life, Serious Sam, No One Lives Forever, Max Payne and beyond, the gameplay stays more or less the same, the rules likewise, but the game-world, as a corollary of Moore’s Law, improves yearly (along with expanded development budgets). If not, the new games would never sell at all. Where is the new adventure game with retarded graphics that was successful? It does not exist. Take away the game-world, and what is left is literally Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Fun and Games' 2010, Toulouse, France — September 4-6, 2012 Copyright © 2012 ACM ISBN[or ISSN]/YY/MM... $10.00" As Double Fine confirms, the elegance of the skeleton’s clothing is not necessarily measured by its novelty, however. In the far-reaching continuum of cultural progression videogame skeletons are not an exception. While technological innovations have radically shaped the façade of contemporary cinema, the recent Award winning black-andwhite silent film The Artist (Michel Hazanavicius 2011) similarly implies that the eloquence of a cultural object is more likely an index of creative utilization of the form’s limitations than a measure of its costume’s age [17]. In understanding the success of these so-called retro phenomena, a conceivable contestant to the above aesthetic essentialism is nostalgia. In the everyday sense of the word, as yearning for an earlier experience, it does explain some of the appeal of Double Fine’s project, leaning as it does on gaming conventions that emerged no more than two decades ago. It is evident, nevertheless, that nostalgia cannot fully explain the broad recognition of The Artist since only a minority of its audience can be assumed to possess former experiences of silent films to an extent that is required to generate the nostalgic effect. In context specific terms, as proposed by Jaakko Suominen, nostalgia can alternatively be seen as “an aesthetic repetition style of media culture, which refers strongly to the audiovisual” [30]. As per Suominen’s proposal, it is the displayed signs that define nostalgia rather than the means or media employed for their presentation. In this respect, certain 2D figures (Pac-Man) and film elements (intertitles) may be able to evoke nostalgia, but neither 2D game representation nor the silence of film is nostalgic in itself. This paper suggests that the primary reason for the high interest shown towards the Double Fine Adventure lies not in nostalgia but rather in its anticipated aesthetic discourse; in interpretation of an outcome of particularly standardized creative limits. Just as the silent film1 is a distinct modeling of the film skeleton, the adventure game is a distinct modeling of the game skeleton; an individual expressive form or as Aarseth puts it, “a unique aesthetic field of possibilities, which must be judged on its own terms” [1]. In this paper the regulated method of judging is understood as a 1 A more accurate parable than that between the adventure game and the silent film would be one between the adventure game and the graphic novel, as it will later turn out. regulated method of hermeneutic interpretation that pays respect to the form’s aesthetic discourse. The following discussion will focus on distinguishing the idiosyncratic hermeneutic required to interpret the adventure game, which will in the process expose the adventure game as an individual expressive form. The study will begin by defining a generic method for interpreting videogames, the videogame hermeneutic. What makes it distinct from most methods of media interpretation is the fact that playing a videogame always involves introducing new information to the interpreted system or affecting information that already exists in it. Interpreting videogames is thus not merely a process of generating understanding, but also a process of generating action, a double hermeneutic. The second section suggests that the regulated methods of interpreting different (types of) games may be seen as exclusive double hermeneutic circles (DHCs) that players must access in order to experience games according to their designs. 2 The model is elaborated through a close examination of the DHC of the adventure game. The adventure game hermeneutic will be found exceptionally polarized as it invites the player equivalently to inducing interpretation that aims at generating ludic understanding of game elements and to non-inducing interpretation that aims at generating aesthetic understanding of game elements (with the caveat that generating ludic understanding is also partly a question of generating aesthetic understanding because of the ludic aesthetic). The third section returns to answer the question posed at the beginning by arguing that the use of the ingrained point-andclick interface and visual 2D representation supports the evenly polarized adventure game hermeneutic and in the process promotes its ludic, poetic, and visual aesthetics. DOUBLE HERMENEUTIC VIDEOGAME According to the hermeneutic tradition, interpretation is grounded on understanding. One of the pioneers of modern hermeneutics, Martin Heidegger, claims that all interpretation, moreover, operates in the forestructure […] Any interpretation which is to contribute understanding, must already have understood what is to be interpreted. [15] Heidegger’s claim concerns even the simplest everyday actions. People converse with words that are defined by other words; choose products that match with their previous pleasurable experiences; make judgments through cultural 2 In his book The Ethics of Computer Games (2009) Miguel Sicart discusses the videogame hermeneutic from the perspective of ethics. He establishes a “ludic hermeneutic circle” that aims at explaining games and game play in a phenomenological framework. Because of the significant differences between Sicart’s approach and the approach of this paper, his theory will not be treated here—which will also cut down complexity and potential misinterpretations. conventions; and steer their cars with the learned skill of driving. The hermeneutic process may also be used to explain some aspects of aesthetic engagement: when listening to music, examining paintings or watching movies, the audience’s methods of interpretation vary depending on the medium and its means of expression. People learn to interpret different aesthetic objects in different ways. Yet the way in which players interpret videogames differs critically from interpreting most other cultural objects. As the act of game play—the ongoing interpretation of the game— involves configuring the videogame object itself, the altering interpretations affect not only the interpreter’s understanding but the interpreted as well. Nick Montfort describes the videogame hermeneutic in practice. In Twisty Little Passages he discusses the text adventure as “interactive fiction” (IF) and reveals its hermeneutic nature through the exchanges between the player and the game. These exchanges consist of commands, which correspond to the input provided by the player, and replies, which correspond to the output provided by the game: An input that refers to an action in the IF world is a command […] Outputs that follow input from the interactor and describe anything about the IF world and events in it (including the inability of the player character to enact a particular action as commanded) are replies […] As command and reply correspond to input and output, so exchange corresponds to cycle. [23] The interaction between the player and the game establishes a cycle in which interpretation leads to configuring action and its feedback. The knowledge gained from the feedback can be explicit or inferred, meaning that players may perform specific actions to obtain specific information, or they may alternatively learn by interpreting information they did not attempt to obtain [cf. 20]. In both cases the feedback nevertheless affects skills and knowledge on which the player’s future actions are based, labeling the cycle as hermeneutic. This concerns even the basic acts of vicarious movement, be it controlling a paddle in Breakout (Atari 1976), shifting between static screens in Mystery House (Sierra On-Line 1980), or taking careful steps in Thief (Looking Glass 1998). When a player opens a door by pressing a button, it is not merely an implication of causality between the button and the door, but generates her or his understanding of the game world in general: buttons open doors [13]. Like Pavlov’s dogs, players shape their behavior to correspond with the environment, which again leads to actions that result in new understanding-shaping feedback. The videogame hermeneutic can be connected to the double hermeneutic of social sciences as introduced by Anthony Giddens. Giddens proposes that in contrast to natural science, which involves the non-inducing hermeneutic of generating analytic understanding, the social sciences involve a double hermeneutic since the concepts and theories developed apply to the world constituted of the activities of the conceptualizing and theorizing agents: The implication of the double hermeneutic is that social scientists cannot but be alert to the transformative effects that their concepts and theories might have upon what it is they set out to analyze. [12] Videogame play follows Giddens’ notion of social sciences. As described, playing a game is not merely a non-inducing act of generating understanding but an inducing process in which the player additionally configures the interpreted. This double hermeneutic method of interpretation outlines the nature of videogame play. In Planescape: Torment (Black Isle 1999) players make interpretations of the game’s non-player characters (NPCs), yet the interpretations not only generate the player’s understanding of them but also affect her or his actions towards them. If a NPC is interpreted as a valuable companion, the player may want to invite her to join the quest. If the NPC is interpreted as harmful or hostile, the player might choose to ignore or attack her. As the player’s understanding of the NPCs develops according to the received feedback—the game’s interpretation of the player’s actions—the player’s performance becomes more refined in the game context. However, as Jonne Arjoranta points out, the fact that particular interpretations result in improved performance in a game “does not mean that there is only one possible correct interpretation of the game itself, but that the game supports some and opposes some interpretations” [3]. Games and the entities of games can be interpreted in many ways, but only selected interpretations contribute to successful play. In the end, the act of playing a videogame is a multilayered double hermeneutic process in which the player’s interpretations repeatedly shape both the player and the game.3 DOUBLE HERMENEUTIC CIRCLE Despite the fact that the emergent nature of the videogame may and often does result in play that is not taken into consideration by the designer, the ways in which players perceive and take action in games are always specific to the particular design [26]. Therefore the point of departure in analyzing videogame interpretation must be the designed system; notwithstanding that it may occasionally lead to unexpected player behavior. As designed systems, the key factors in interpreting and experiencing games are the player’s skills and preconceptions; the latter here understood as general foreknowledge. As skill and knowledge requirements predefine the ways in which games are designed to be experienced, regular game play can be considered to follow Heidegger’s hermeneutic principle: What is decisive is not to get out of the circle but to come into it in the right way. [15] In the light of Heidegger’s principle the variations of the videogame double hermeneutic, the regulated methods of interpretation, can be seen as exclusive double hermeneutic circles (DHC) into which players must come in the “right way” to experience games according to their designs. This means possessing both skills that correlate with challenges and knowledge that supports those skills and helps understand the language of the game in general.4 The DHC model of videogame interpretation is next elaborated through an examination of the adventure game and its aesthetic discourse. When Double Fine announced that they would make an adventure game [27], they referred to a specific game type that Clara Fernández-Vara [10] has discussed at length in her doctoral dissertation The Tribulations of Adventure Games: Integrating Story Into Simulation Through Performance [see also 25, 28, 32]. Despite the articulate term “adventure,” these games are essentially defined by their story-driven nonkinesthetic challenges, fiction puzzles [16]. Two key motives hence guide the adventure game player: the ludic interest in solving the puzzles, and the poetic interest in acquiring and interpreting narrative or other aesthetic literary information. Whereas both motives are usually recognized by all players of games with narrative elements—and by some players of games with no narrative elements—the poetic bias of the adventure game is exceptionally heavy. In sum, an equivalent recognition of ludic and (poetically inclined) aesthetic interests as well as the mastering of skills that are needed to pursue them constitute the requirements for accessing the DHC of the adventure game. The primary skill needed to traverse the adventure game is that of puzzle solving. The fiction puzzles of adventure games are not unlike other puzzles that require accurate reckoning and insight thinking to be solved [10, 18]. An inclination to those skills not only helps one traverse the game but also enables appreciating its ludic puzzle aesthetic, the “aesthetics of mind” [6]. From this perspective, the player’s interpretations are driven by the ludic interest in game entities, meaning that objects and events in the story world are interpreted as equipment for solving the puzzles. While these inducing interpretations ignore many of the interpreted entities’ aesthetic qualities, they generate the player’s ludic understanding (which can also involve an aesthetic aspect) that contributes to advancing the game. 3 4 A game may be designed and programmed to run a double hermeneutic process of its own so that its interpretations alter according to player behavior [8]. In this case, videogames (and sociology) could be described as two-way double hermeneutic systems. On one hand, accessing a game’s exclusive DHC does come close to Suominen’s mode of nostalgic play, retrogaming, in which “everything superfluous has been eliminated” and what is left is an exceptionally refined performance within learned rules and situations [30]. Figure 1. The Black Mirror (© Future Games 2003). Used by permission of the artist. Note the sculpture at the back of the room and the panel paintings on the wall. Art by Michal & Pavel Pekárek. The adventure game The Black Mirror (Future Games 2003) is set in carefully crafted gothic scenery. The story world is portrayed by static images with deliberate layouts that follow the art style with embedded frescos, panel paintings, sculptures and stained glass. Details of the imagery are emphasized with dense chiaroscuro contrasting. The player, nevertheless, cannot focus solely on these aesthetic features if she or he wishes to advance the game—the image is ludic too. Whereas a fruit basket may be merely a minor component in an image’s aesthetic interpretation (Figure 1), it can simultaneously be the most significant component in its ludic interpretation (in this case, the player needs to find something edible to solve a puzzle elsewhere). 5 Since advancing a game is normally a consequence of recognizing and executing the ludic functions of game entities, the player can hardly rely on aesthetic interpretation alone.6 Markku Eskelinen argues that even if “text adventures are overwhelmed by descriptions, the latter do not serve descriptive purposes there but instead support the completion 5 It cannot be stressed enough that the inducing interpretations that aim at generating ludic understanding can and should be discussed in aesthetic terms as well. It must also be noted that the split between the inducing ludic and the non-inducing aesthetic interpretation is not limited to visual images but concerns the expression of text adventures and other text-based games equally. The so-called “hidden object games” in which the player is challenged to look for items that are hidden within pictures would make an interesting comparison study. 6 As Ragnhild Tronstad [31] points out, games are sometimes exhausted without reaching an understanding of their entities. Here Tronstad’s notion can be connected to the fact that some fiction puzzles and entire games are solvable by the method of trial and error; the player need not necessarily figure out the solution (reach an understanding) but can solve the puzzle and even finish the game by trying out all the possible combinations of manipulatable entities. of the quest” [7, cf. ibid. pg. 280]. The argument is visibly at conflict with the view presented by this paper, which holds that the adventure game invites the player equivalently to (poetically inclined) aesthetic interpretation; in other words, that the purposes of its descriptions are not ludic alone. The assertion relies on the form’s convention of affording more feedback than would be essential for progressing the game. Where most videogames employ dialogue to give hints and to advance scripted events, adventure games characteristically provide the player with numerous lines to read and to choose from of which only a minority are of ludic significance. While these additional dialogue options are superfluous from the perspective of puzzle solving, they introduce metanarratives, witticisms, and wordplay that invite the player to poetic reading. The constituent is correspondingly manifested through the manner in which adventure games typically reward unsuccessful player actions with lengthy but ludically insignificant feedback, as it will be demonstrated later on. A comprehensive understanding of the adventure game object does not therefore reflect solely on its ludic call to overcome challenges and on its narrative appeal to restore behavior [cf. 10] but also on its facet of poetic reading. It is time for some intermediate conclusions. Ludic interpretation is always inducing, but not all inducing interpretations are ludic. Aesthetic interpretation is essentially non-inducing, but not all non-inducing interpretations are aesthetic. Although aesthetic interpretation is essentially non-inducing, inducing ludic interpretations are also potentially aesthetic since ludic engagement is always charged with aesthetic potential of its own. The adventure game hermeneutic is an exceptionally balanced combination of inducing ludic and non-inducing aesthetic interpretation, for which the act cannot be discussed solely in terms of game play. Accessing the DHC of the adventure game to be able to experience its ludic and aesthetic to the full requires players to constantly shift their methods of interpretation along changing game states. STATIC HERMENEUTIC OF THE ADVENTURE GAME What made players invest in the outmoded Double Fine Adventure? While the case no doubt involves a nostalgic aspect, the videogame double hermeneutic constitutes a methodology through which the phenomenon can be analyzed in more detail. This section elaborates on the polarized hermeneutic of the adventure game, its regulated method of interpretation, and suggests that the interest shown in the upcoming production is rather based on expectations concerning the particular aesthetic discourse than on the yearning of a nostalgic rerun.7 7 Al Lowe’s Kickstarter project that was launched as a frank nostalgic reboot of Sierra’s extremely popular [24] Leisure Suit Larry adventures form the same era reached a funding of $655 182 [21], which is a fifth of Double Fine’s amount. While comparing the two projects is more or less futile speculation, it is tempting to read the marginal as the weight of non-nostalgic expectations. Before closer examination of the synergy between the adventure game’s DHC and its aesthetic discourse it is inevitable to elicit the already touched on factor that separates the form from other story-driven videogames: the lack of kinesthetic challenge. Although the introduced action-feedback-learn-repeat cycle is the motor of all videogames, the non-kinesthetic nature of the adventure game leads to statically consecutive gameplay in which cycles run only by ”one input / output at a time, e.g. one cannot walk and talk to someone at the same time” [10]. This enables sustained interpretation, which is scarce in videogames that demand vicariously kinesthetic, time-critical performance. John Hospers’ matured example concerning film interpretation turns out to be useful in explaining these interpretive differences of games: When a man is actually involved in a shipwreck, he just does whatever he can to save himself. He cannot here lavish attention on the details of sinking. When, on the other hand, he watches a movie about it at some later date he may give it a very close attention, and even feel fascinated by the turbulent water and the ship’s final lurch. [14] Similarly, when players are challenged kinesthetically8 or by other modes that involve time pressure, their interpretation is forcefully governed by the ludic task. While the inducing ludic interpretation has a central role in adventure games too, their consecutive, static nature provides a time-free framework in which all interpretation is done as a sustained practice that comes close to the interpretation of classic novels and paintings. From time’s point of view, then, the two cases in Hospers’ example are actually equal. In both escaping the shipwreck and in watching a film time is a critical component. What eventually separates them is their differing hermeneutics: the escape is governed by inducing interpretation that aims at affecting the scene, whereas the film is governed by noninducing interpretation that aims at generating an aesthetic understanding of the scene. In addition to the separation between inducing and non-inducing factors of interpretation, it is thus useful to distinguish between time-critical and timefree factors too. In the described context, the adventure game hermeneutic is an inducing/non-inducing hybrid that takes place in a time-free framework. games conventionally choose not to employ time-critical elements. Some of the most fundamental outcomes of the static game time are the “concatenated” [10] puzzle structures in which puzzles are parts of other puzzles. This concatenation also defines the form’s narrative structure: it is not merely an unfolding sequence of events but a loose set of poetic strings that the player must weave into a story [18]. In the same way that observing any game rules is a promise of greater pleasure than the gratification of an immediate impulse [33], so an aporetic fabrication of a concatenated story is an experience that promises an enhanced narrative epiphany. In her historical design analyses Fernández-Vara [9, 11] shows that the level of abstraction in adventure game interfaces has increased through time, which has resulted in the diminishing of the variety of possible player actions. Whereas the early parser interfaces provided dozens of available commands, the recently proliferated contextual and gestural interfaces offer rarely more than a couple. As the reformation facilitates finding and identifying elements that advance the game, it also prevents “the player from trying out actions that help her learn more about the fictional world.” This ludically impotent experimentation constitutes a central part of the (story-driven) poetic of the adventure game, as is manifest in an example by Jon Cogburn and Mark Silcox. They claim that most of the jokes and character development in the Broken Sword games (Revolution 1996-) take place when the protagonist tries to use the wrong object for any given job (e.g., the clown nose to pick a lock, or the underwear to bribe a potential informant). [Through these experimentations he] gradually emerges as a humorously likable, albeit incurably pompous and self-satisfied character in the broadly Dickensian tradition. [5] Since a significant part of the poetics of the adventure game rests on the possibility of discovering the story world via exploration and configuration, limiting the available actions directly alters both the designer’s means of expression and the player’s technique of reading. Although limiting actions does not directly reduce narrative or other poetic information—jokes and character development can be conveyed via other means as well—it strips down the concatenated structure of the particular aesthetic discourse The time-free framework also results in disconnecting the that is based on the player’s active weaving through adventure game’s visual aesthetic from the visual aesthetics explorative and configurative performance. of games and films that are defined by the moving image. The following subsections argue that the ingrained point-and-click Reducing possible commands also affects the adventure interface and visual 2D representation function in synergy game's ludic aesthetic. While the fiction puzzle has several with the DHC of the adventure game and in the process forms of which not all require object manipulation (e.g. promote the expression and reception of its ludic, poetic, and integrated riddles and jigsaws), the possibility of visual aesthetics. manipulating game world objects is the most crucial element in defining its distinctive aesthetic [18]. With fewer available Point-and-click Interface commands game entities become less configurative, which Limiting the time given to solve a puzzle also limits the subverts the mechanic of object manipulation. Even though puzzle. Hence, to enrich the elegance of puzzles, adventure simplicity may be developed into an aesthetic merit as well, simplification by restricting configuration means ultimately 8 A challenge is kinesthetic if altering the input device alters the effort that is required to overcome it. revising the features that give the fiction puzzle its unique ludic form. Whereas abstracting the interface does not necessarily reduce available actions, the practical difficulties in performing complex object manipulation through abstracted interfaces allows a more or less faithful correlation between the two, as Fernández-Vara’s research confirms. Under these circumstances the point-and-click interface functions as a compromise between the more complex yet more demanding (e.g. text parser) and the simpler yet more limiting (e.g. gestural) alternatives. Even though the point-and-click may likewise be reduced to extremely abstracted forms (e.g. Myst, Cyan 1993), it can currently be considered a highly operative tool in terms of the multi-configurative puzzle ludic that is difficult to exploit through interfaces without cursor control, such as through those employed in Escape from Monkey Island (Lucasarts 2000), Ico (Team Ico 2001) or Dear Esther (Thechineseroom 2012). Ultimately, employing the point-and-click interface enables designers to explore the adventure game’s poetic as well as ludic possibilities, which are in synergy with the form’s established hermeneutic. 2D Representation Alex Stockburger correctly observes that, as a rule, “particular types of rules and gameplay result in very distinctive forms of audiovisual representation” [29]. Relying on Stockburger, Connie Veugen [32] argues that the specific rules and gameplay of the adventure game benefit from 2D representation. She grounds her argument by stating that along with 3D representation players had to learn a “whole new visual grammar even though the game genre, the platform and the basic narrative did not change.” By altered visual grammar she refers to the way in which manipulatable objects are typically highlighted in 2D but evenly detailed in 3D; and to the manner in which exploring 2D games appears to happen in closed stages contrarily to the open exploration of 3D games. While Veugen’s concern about players’ ability to adapt to new visual grammar is relevant for a study of a specific audience, it is irrelevant from the perspectives of narratology, rules, and gameplay. As long as the adventure game maintains its polarized hermeneutic—the balanced combination of inducing ludic and non-inducing aesthetic interpretation—and its concatenated narrative structures, the player will eventually adjust to the latest image, be it a new form of object representation or exploration. Conversely, what the described changes do affect is the form’s visual aesthetic. Literally speaking, there is no 3D image as long as the image is projected on a flat screen. When it comes to videogames, movement designates the dimensions of the image. What defines the so-called 3D game is not the image itself—2D games may and often do represent a third dimension as well—but the possibility and necessity to explore all the three dimensions. Consequently, the reception of visual art in 3D games is never merely a static examination of an image but also an active exploration of space (or more correctly, place). In these terms, the visual aesthetic of the adventure game can be considered to benefit from 2D representation. In his study of the film image, Rudolf Arnheim notes that “the change of speed not only served to adapt visual movement to the range of human perception, but also changed the expressive qualities of an action” [4]. Arnheim’s notion applies to the videogame too. The differing speeds and modes of movement in games result in differing possibilities of expression and reception; the visual aesthetic of action games, for instance, is inevitably related to the player’s dynamic performance in the virtual environment. In Bioshock (2K Boston 2007) the 3D representations of ice and water have significant aesthetic roles as time-critical challenges invite the player to interact with the environment in a kinesthetic, vicariously tactile manner. For its lack of kinesthetic challenges, the visual aesthetic of the adventure game is, in turn, more related to statically representational media that invite the viewer to careful examination independent of temporal dynamics. This results in the general notion that the worlds of adventure games are conventionally explored one location at a time, scene by scene, subject to the limits of the screen [e.g. 10, 23, 28]. While these locations surface as independent visual compositions, they are better understood as pieces of an image set, which is explored in a narrative frame. This visual-narrative fusion comes close to the aesthetic discourses of comics, allowing the adventure game to be read as a challenging graphic novel. Since visual 2D representation upholds both the expression and reception of static images, it can be considered a factor that supports the adventure game’s comic book aesthetic. As Tim Schafer, the studio founder of Double Fine, notices, choosing 2D also allows a mode of visual expression that cannot be fully realized through 3D: One of the things I missed about the 2D graphic adventures is that you would be able to have a great Figure 2. Conquests of the Longbow: The Legend of Robin Hood (© Sierra On-Line 1991). Used by permission of Activision Publishing, Inc. The story world is explored scene by scene, which is reminiscent of reading a graphic novel. Note the speech bubble subtitles. Written and directed by Christy Marx. Art by Kenn Nishiuye. artist expressing themselves directly on the screen; not having to go through 3D shaders or any other complicated technology that might change or alter their vision. [27] Whereas rendering hand drawn pictures in videogame graphics unavoidably alters their original vision, a 2D digitalization is always less processed than the additionally layered 3D one. It is thus no wonder that when comic artists and illustrators such as Christy Marx (Figure 2), Benoît Sokal (Figure 3) and Steve Purcell moved to the game industry, they chose the 2D adventure game in particular as their artistic platform. In the discussed respects, the use of 2D representation promotes the visual aesthetic of the adventure game rather than merely enhances its nostalgic charge. recognizing even more complex hermeneutic relations in videogames; as in multiplayer games, to take the most obvious example, one may always distinguish plural interpreting agents. While the concepts were discussed in terms videogames in particular, one should be aware that inducing as well as noninducing interpretations are also the methods of everyday interpretation. Hence it may be possible that the double hermeneutic contributes additionally to the understanding of games and game play in general. Drawing on the upcoming Double Fine Adventure, the DHC of the adventure game was given a closer examination. The adventure game was found to invite players equivalently to inducing interpretations that aim at generating ludic understanding of game elements, and to non-inducing interpretations that aim at generating aesthetic understanding of game elements. This was accompanied with the remark that whereas ludic interpretations are always inducing and aesthetic interpretations essentially non-inducing, inducing ludic interpretations hold aesthetic potential too, since ludic engagement is always aesthetically charged. Lastly, adventure game interpretation was recognized to function in a time-free framework, which allowed a suggestion that the point-and-click interface and visual 2D representation support the evenly polarized adventure game hermeneutic and in the process promote its ludic, poetic, and visual aesthetics. Figure 3. Syberia (© Microïds 2002). Used by permission of Anuman Interactive. The details of Benoît Sokal’s visual art call for close examination, which is supported by the time-free double hermeneutic circle of the adventure game. CONCLUSIONS This paper defined videogame interpretation as predominantly double hermeneutic because of the player’s capability and disposition to affect the interpreted information. In addition, the paper argued that the double hermeneutic differs between games and game types, forming different double hermeneutic circles (DHCs) that players must access in order to experience games according to their designs. The act of double hermeneutic interpretation was termed inducing, which refers to the interpretor’s goals of generating understanding in order to affect the interpreted. Inducing double hermeneutic interpretations were contrasted with noninducing interpretations, which aim at generating understanding of noneffective goals. Eventually, the two were found strongly connected to time-critical and time-free factors, which were distinguished as frameworks (with an infinite mixing potential) in which both inducing and noninducing interpretations take place. It was also noted that games that run double hermeneutic processes of their own can be understood as two-way double hermeneutic systems. This observation paves the way for Furthermore, the gradually elaborating field of game studies has already conceived theories that result in entirely different interpretive viewpoints. Relying on Graeme Kirkpatrick’s [19] notion of videogames as emergent performance without sense-meaning, for instance, results in a conclusion that makes the videogame fundamentally non-hermeneutic. While this view provides an interesting angle by challenging the concept of interpretation, it in the process detaches the videogame from several expressive avenues that have so far been connected to its aesthetics. The hermeneutic question is therefore ultimately an ontological one, and turns back to pursue the basic understanding of the videogame object itself. ACKNOWLEDGEMENTS I wish to thank Graeme Kirkpatrick for his constructive comments and Pippin Barr for his lasting patience for proofreading. I would also like to thank the anonymous reviewers of the Fun and Games conference, especially the one who added a separate text file with valuable criticisms. REFERENCES 1. 2. 3. Aarseth, E. Cybertext: Perspectives on Ergodic Literature. 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