DHQ: Digital Humanities Quarterly
Spring 2007
Volume 1 Number 1
Volume 1 Number 1
Interpretative Quests in Theory and Pedagogy
Abstract
In this paper, I extend theoretical understandings of the gaming activity and
literary form called the “quest” and its relationship to issues of interpretation,
focusing primarily on game theory with concrete examples as well as some broadly
applicable pedagogical uses of these ideas in literature classrooms. The argument
contributes to a recent theoretical and practical discussion of “quests” by scholars
of games studies such as Aarseth 2004, Juul 2005, Tosca 2003,
and Tronstad 2001. I build upon and revise these
theorists’ understandings by approaching a “quest” as a goal-oriented activity in
which players undertake a journey in search of meaning. By demonstrating
similarities between the literary traditions in which quests are central and the
practice of digital game design, I argue that quests can be better understood
theoretically and more productively used in the classroom if meaning and action are
regarded as complementary design principles instead of conflicting impulses. A
revised understanding of quests can help to mediate between games and narratives by
showing strategies by which game designers have created meaningful action, often in
ways that are either unconsciously similar to or inspired by the literary traditions
of mythology, epic, and romance. Specifically, game designers can use level design
to create labyrinthine spaces that encode thematic implications, in the tradition of
literary allegory. If these symbolic spaces are coordinated with significant
obstacles and challenges, the apparent conflict between meaning and action can be
resolved through engaging gameplay that allows players to enact a range of thematic
ideas, contributing to the ongoing replay value of a digital game. I also suggest
ways in which this understanding of quests can allow literature teachers to plan
assignments where students transform literary narratives into interpretative quests
taking the form of digital games. As a paradigmatic example, I describe one such
assignment, in which my students adapted episodes from Pynchon’s The Crying of Lot 49 into design documents and prototypes,
and I suggest some theoretical implications of its results for other instructors. By
adapting works of literature into quests, students learn to discover and create
meaning through the active exertion of cognitive and imaginative effort rather than
absorbing it passively.
Quests: Theoretical Background
1
A quest is both a genre of gaming activity and a structure that operates throughout
an extended tradition of ancient and modern literary works that have inspired games
and may also be better understood when taught through the medium of games. While
there are many more general applications of gaming in literary pedagogy, quests are
worthy of extended, focused study because the need for general works on game design
and game pedagogy has already been filled. These pioneering studies include the work
of Henry Jenkins and the Education Arcade at MIT. (Jenkins 2004), the
encyclopedic compendium of Salen and Zimmerman’s Rules of Play
(Salen 2004), and James Paul Gee’s foundational academic study of game
pedagogy in What Video Games Have to Teach Us about Learning
and Literacy
(Gee 2004). These works, as well as general works on game design like
Rollings and Adams’ On Game Design, tend to explore a
wide variety of game genres and their applications in many fields of "serious
gaming", from teaching chemistry concepts and rhetoric to modeling
business ethics and economics. Yet within these works, there is usually the
acknowledgment that some related genres of games share a similar form of gameplay
that emphasizes the unraveling of a mysterious underlying story, the development of
character through the gradual acquisition of more powerful objects and skills, as
well as the pursuit of a goal by traveling through a fantastical landscape. Such
games include both single-player role-playing games and massively multiplayer online
role-playing games (MMORPGs), as well as adventure and action-adventure games. These
games are sometimes set apart from other game genres because they contain quests, to
the point that some games researchers refer to them collectively as "quest
games". There have been a few foundational articles dealing specifically
with the issue of quests, including Espen Aarseth’s "Quest Games
as Post Narrative Discourse"
(Aarseth 2004) and Susana Tosca’s "The Quest
Problem in Computer Games"
(Tosca 2003). Yet there remains much more to be studied in relation to
this particular type of game and gaming activity; indeed, it may be more productive
in light of the plethora of high-quality general works on game design to focus on
particular threads such as the quest that give coherence, focus, and originality to
new inquiries.
2
The concept of the quest is useful in both the theory and practice of game design,
because it offers one way out of the debate between narratologists and ludologists
and into a more productive focus on issues surrounding the goal-oriented pursuit of
meaning in both games and literature. As most scholars of new media now know,
narratologists analyze games as stories, while ludologists insist that games should
be studied for the features that are distinctively related to play, such as rules
and simulation. While the definition of both narrative and game are highly contested
by both camps, these theorists tend to define a narrative as a sequence of events
that a reader follows in time, while a game is a set of rules for interactive play.
The debate between narratologists and ludologists occupied much of the first wave of
game studies, such as the essays in the anthology First Person:
New Media as Story, Performance, and Game, but many games researchers
are now claiming to have moved beyond this conflict. However, what it means to move
forward differs greatly from party to party. In some cases, this statement amounts
to an explicit or implied argument that one side won, usually the ludologists, who
are seen to have attained a victory based upon the increasing acceptance of studying
games on their own terms rather than through cinematic or literary theories. Other
key figures in the former ludology/narratology debate, such as Gonzalo Frasca, have
recently dismissed the debate as unproductive, claiming that it was always founded
upon the misconception that game theorists were inherently hostile toward stories.
3
In effect, current debates about the ludology/narratology question often result in
even fiercer arguments over whether the debate is in fact over, followed by
meta-debates over who won and how to proceed. Some scholars, such as Elizabeth Losh
in "Making Things Public: Democracy and Government-Funded
Virtual Reality Simulations," argue that a second debate has replaced the
ludology/narratology debate in the form of a clash between critics who analyze the
merits of persuasive games for achieving political change versus critics who
critique the role of games in maintaining the current status quo (Losh 2006). Such an approach shifts emphasis away from games and
stories, opting for a more politicized methodology akin to the work of New
Historicists and cultural studies scholars in literature departments. However,
another move has involved gestures of rapprochement between game and narrative on
the part of games researchers such as Espen Aarseth and his colleagues Jesper Juul
and Susana Tosca at the Center for Computer Games Research in Copenhagen. These
reconciliatory gestures often involve the identification of a mediating term, such
as "quests", that suggests qualities of both games and narrative
while exhibiting features that require a distinct theoretical name.
4
As Jesper Juul explains in Half-Real: Video Games Between Real
Rules and Fictional Worlds, many scholars of video games have written
about the concept of the quest as one attempt to resolve the ludology versus
narratology debate (Juul 2005):
As an attempt at bridge-building between the open structure of games and the closed structure of stories, the concept of quests has been proposed by Ragnhild Tronstad (2001), Espen Aarseth (2004b), and Susan Tosca (2003). Quests in games can actually provide an interesting type of bridge between game rules and game fiction in that the games can contain predefined sequences of events that the player then has to actualize or effect. (Juul 2005, 17)Juul concisely defines the difference between a quest and a narrative by focusing on the issue of performative activity, which requires the player of a game to cause events to occur through effort rather than passively observing as these events unfold. Instead of dispensing with the events of narrative altogether, as some radical ludologists propose, theorists of the quest suggest that a game can contain a strong story without losing its playability if the player must enact its events. This concept includes the idea of "interactivity", by which a player can change a narrative through her actions, but the quest is not only an interactive narrative. Rather than playing in a simulated world where unplanned narratives spontaneously emerge out of the rules of the game, a player of a quest undertakes a goal-oriented activity that requires her to overcome challenges in order to cause a range of possible but specific events to occur.
5
In other words, the concept of a quest synthesizes games and narratives by
emphasizing that the events of a narrative will not occur unless a player actively
overcomes obstacles through the exertion of effort within a rule-based system in
order to accomplish a task. Aarseth offers the most succinct definition of a quest
when he writes that "a player-avatar must move through a
landscape in order to fulfill a goal while mastering a series of challenges.
This phenomenon is called a quest" (368). Aarseth’s definition highlights
two important features of the quest: it involves movement through space that is
directed toward the accomplishment of a task, and it requires the overcoming of
difficulties in order to reach this goal. However, Aarseth’s definition tends to
strip the idea of the quest of its content, such as the meaning of the goal or the
nature of the space traversed. Many games have objectives, spaces, and challenges,
but not all designers and players tend to use the word "quest" to
describe all of these games. Indeed, the word "quest" figures most
prominently in role-playing games and adventure games, from early adventure games
like King’s Quest to more recent role-playing games like The
Elder Scrolls IV: Oblivion or MMORPGs like Everquest II and World of Warcraft. These
games in fact allude to a long tradition of literature about quests that has been
theorized by comparative mythologists such as Joseph Campbell and formalist literary
critics such as Northrop Frye. These figures belong firmly to the narratological
tradition that ludologists have tended to oppose but that can complement their work
rather than clashing with it. Viewed in this light, Joseph Campbell’s three-part
description of the Hero’s Journey is closer to Aarseth’s definition than it might at
first seem:
A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man. (Campbell 1949, 30)As in Aarseth, Campbell emphasizes a protagonist’s spatial movement and accomplishment of difficult tasks in order to attain goals in the form of the ability to share his rewards. Unlike Aarseth, Campbell maps the content of the spaces that the hero moves through, characterized by a pattern of "separation" from the world of everyday nature and society, "initiation" into a separate, fantastic world, and "return" with the fruits of his labor. Technically, Campbell’s definition refers to a "journey" rather than a "quest" — a distinction that has to do with his interest in comparative mythology of many cultures rather than the exclusively Western literary tradition of romance. However, the literary critic Northrop Frye argues that "romance" is the genre or "mythos" that both contains the quest and is contained by it in its overall structure. Frye writes that "the essential element of plot in romance is adventure, which means that romance is naturally a sequential and processional form, hence we know it better from fiction than from drama " (Frye 1957, 186) . Adventure is not synonymous with romance but is rather its content, and this content takes the form of a sequence. For Frye, the quest is the climactic episode in a series of adventures, distinguished from minor events by its size and centrality. At the same time, the quest is also the formal principle by which the romance is structured, without which it would only be a sequence of adventures. Frye concisely summarizes, "We may call this major adventure, the element that gives literary form to the romance, the quest" (Frye 1957, 187) . Frye explains,
The complete form of the romance is clearly the successful quest, and such a completed form has three main stages: the stage of the perilous journey and the preliminary minor adventures; the crucial struggle, usually some kind of battle in which either the hero or his foe, or both, must die; and the exaltation of the hero. (Campbell 1949, 30)Frye’s structure, like Campbell’s, has three parts, but Frye collapses the second of Campbell’s stages ("initiation") into the first stage of his schema. Frye also ends the quest at the conclusion of Campbell’s second stage, directly after what Campbell would call the hero’s greatest battle or "ordeal" and his subsequent "apotheosis" or elevation to divinity.
6
Because of the relationship of Aarseth’s and Tosca’s definitions of the quest to an
extended ancient and modern literary tradition, this gaming activity has wide
research and pedagogical implications. Susana Tosca observes the relevance of the
genres of epic and romance as well as Joseph Campbell’s hero’s journey to the "background" of quest games though she brackets the question
of how closely the literary and gaming traditions can be related, arguing primarily
that such theories are "not pointless" to the study of
games (Tosca 2003, 4.1). Tosca’s claim is insightful but deserves
further development, since a more detailed and forceful statement of the
relationship between the literary tradition of quests and their operation as a
gaming activity would allow the quest concept to fulfill its bridge-building
function more effectively. Stronger connections between the literary history of
quest narratives and quest games can also offer strategies for how to teach a rich
tradition of literature through technologies associated with a more recent but
equally valuable selection of games, from early adventure games of the 1980’s to
next-generation RPG’s. I have given an assignment in which I taught Thomas Pynchon’s
The Crying of Lot 49 by having students design
quests, and there is vast lineage of narratives about quests that includes a variety
of genres and periods. This includes ancient epics like The
Odyssey, medieval romances like Parzival or
The Quest for the Holy Grail, Renaissance allegory,
nineteenth century novels patterned on the romance such as Jane Eyre, modern
detective stories, and some postmodern narratives. This lineage of literature is
indeed only a selection of possible works, but it is a rich, broad selection that is
relevant to almost anyone in the humanities with an interest in canonical
literature. It is certainly the case that some works of literature would be better
taught through the analytical lens of the quest than others. For example, Charlotte
Brontë’s Jane Eyre would be productively understood as
a protagonist’s voyage toward a meaningful goal across the obstacle-ridden, symbolic
landscape of Thrushcross Grange, while the complex negotiations of power relations
and parlor-room social maneuvering of Pride and
Prejudice might be better taught through a simulation game like The Sims. Nevertheless, there is an important feature of
literary study in general that can be better understood through the paradigm of the
quest than in any other game type: the pursuit of meaning as an active cognitive and
imaginative enterprise rather than passive consumption, aimless social interaction,
or uncommitted exploration of indeterminacy.
7
The critical studies of the "quest" are increasingly becoming more
than just a middle ground between game and narrative, focusing on the relationship
between meaning and action, and revolving around the issue of significant gameplay.
Theoretical and pedagogical understandings of the quest will increase if we focus
further on the issue of meaning in quests, extending the idea of meaning beyond
semiotic indications of function to thematic implications. For Tronstad,
"to do a quest is to search for the meaning of it"
(Tronstad 2001, 4.1)
. However, Tronstad’s use of "meaning" is primarily
functional rather than thematic in that it is concerned with signs as indicators of
a game object’s function rather than the ideas associated with it. Hence, she argues
that when a player finds a new object, she must
"decode its significance in relation to the quest, to come
closer to the quest’s solution"
(Tronstad 2001, 4.1)
. In other words, if a player discovers a key, the "meaning" of this key is that there will be something for it to open,
such as a chest. If the player then discovers a sword in the chest upon opening it,
this sword might have the "meaning" that a dragon must be
fought and slain. This concept of meaning ignores the possibility of deeper thematic
significance, in which the player must enact not only events, but also ideas and
insights. Tronstad does argue that the motivation for the quest is the "promise" of meaning, but she also argues that quests must
withhold this meaning if they are to keep their status as quests. She explains that
quests are "promising their solution, promising
meaning. But as meaning is also the death of the quest, it is
frequently breaking this promise, in order to prolong the questing
experience" (3). By setting up a false binary between meaning and action,
Tronstad overlooks the idea that players can enact meaning if the elements of the
quest have thematic implications that are revealed through play.
8
Because Tronstad’s focus on meaning is strictly functional, she views the movement
from quest to narrative as uni-directional and unrepeatable. Thus, she argues that
the paradox of questing is that as soon as meaning is reached, the quest stops functioning as quest. When meaning is found, the quest is history. It cannot be done again, as it is simply not the same experience to solve a puzzle quest for the second time. (Tronstad 2001, 4.1)This analysis is only true if meaning is conceived of in the utilitarian manner that Tronstad suggests. It is true that once a player has determined what chest a key unlocks, the meaning of the key ceases to be interesting in subsequent playing sessions. However, if the key has greater, multivalent allegorical and symbolic connotations, then these might be productively and enjoyably enacted multiple times by different players, as they deepen their understanding of this meaning or seek a different interpretation. The performance of the quest multiple times would result in the production of different or more richly developed constatives. Conversely, the constatives of literary narratives can be transformed into quests, which has the advantage both of making literature interactive and of bringing deeper symbolic meaning to the actions of the quest. Tosca raises the possibility of literary narratives inspiring quests but temporarily brackets the issue, noting that "this is more a question of adaptation from one medium to another, and as such is beyond the limits of this paper" (Tosca 2003, 4.1) . At the same time, she does raise a series of interesting questions about to what extent such an adaptation would re-create the book’s "story-world," its events, or be a "thematic adaptation" of the work. The "thematic adaptation" possibility highlights the importance of meaning in quests, the feature that Tosca explores least in her criticisms of existing quests and her suggestions for new ones. Tosca’s students criticized many existing quests in games for being "too linear, boring, repetitive, and unrelated to the character’s 'physical' and emotional development." (Tosca 2003, 1) In response to these critiques, they created quests that were non-linear, emotionally involving, and had surprising plot twists. While these are positive pedagogical accomplishments, a key aspect of interesting quests is not just emotion or surprise but rather meaning, something that Tosca acknowledges but does not expand upon in her statement that "the quest or mission format allows for a contextualization of the game’s actions in a more or less meaningful story" (Tosca 2003, abstract) . This raises the question of how to make quests more meaningful rather than less, and also of how to analyze the ways in which both designers and players create and enact meaning. Because critics often already treat spaces and objects in works of literature as having dense potential meaning, quests based on these narratives can inherit these meanings or complicate and challenge them. Designing a quest based on a work of literature is itself an act of interpretation by which the designer considers how a player will enact a meaning or range of possible meanings available in a text.
9
Because meaning is a highly difficult and complex concept, it deserves further
theorization in order to function effectively both in the theory and practice of
games generally and of quest games more specifically. Tronstad’s emphasis on the
promise of meaning as the motivation of a quest is the beginning of such a movement,
but she and Aarseth tend to see meaning and action as conflicting principles.
Aarseth puts this conflict in the most extreme terms in his declaration that the
quest games with most replay value are those that have no meaning at all. In order
to better understand the operation of quests and their pedagogical function within
literature classrooms — whose goal is often the interpretation of meaning — it would
be productive to regard meaning and action not as opposed elements of quests but as
complementary components that can be synthesized in meaningful action. Moreover,
such a claim is borne out by close study of the games whose designers and players
focus most overtly on quests as a gaming activity, such as contemporary role-playing
games. Game designers, teachers, and students can better understand how to create a
context in which meaning can emerge in quests by studying two aspects of this gaming
activity and literary structure: its spaces and challenges, with particular emphasis
on the objects sought out by players and questing heroes.
The Spaces of the Quest
10
Quests gain much of their interest and meaning from the player’s movement through
simulated space, which acquires meaning as the environment upon which and within
which the player must act. Jenkins offers a useful context for the role of space in
quests in his article "Game Design as Narrative
Architecture," where he argues that game designers do not create linear
narratives but rather spaces that contain either "embedded" narratives suggested by the arrangement of space or "enacted" narratives that the player may perform in various
orders (Jenkins 2004, 124–8). A quest is more structured than
what Henry Jenkins calls "emergent narrative" and more
focused on the overcoming of challenge than Jenkins’ "enacted
narrative." An emergent narrative is a sequence of events that develops
spontaneously out of a player’s rule-based interactions with a simulated world, such
as The Sims. Once the player has performed a series of
events within a playing session or series of sessions in such a game, she could
recount them in the past tense and describe their relationship to each other or
emotional significance to her. An "enacted narrative" is
a game structure that allows a player to perform an event in a story that she is
already familiar with as a spectator, such as Jenkins’s example of picking up a
lightsaber and defeating Darth Maul in a game adaptation of Star Wars: Episode I.
11
A quest is more structured than an emergent narrative because it has a predefined
structure of events that will occur if the player succeeds, but it requires more
effort from a player than an enacted narrative because these events will not occur
unless the player overcomes certain challenges. Moreover, in a quest a player is not
only bringing a story to fulfillment but is also enacting a set of thematic ideas
and implications associated with the events of this story and experienced on the
level of gameplay. The word "quest" implies the search for a valuable
goal, a goal with significance to the player or to her virtual identity as avatar
within a simulated world. One would not probably not speak of a
"quest" to take out the trash in The
Sims or to gobble all of the white dots in Pac-Man, except ironically. However, both designers and players have long
referred to goals with special significance in the gameworld as
"quests", such as Sir Graham’s search in King’s
Quest I for the three magical treasures that will save the Kingdom of
Daventry, or the player’s attempt to close the gateway to the hellish plane of
Oblivion in The Elder Scrolls IV. Even the "side
quests" of role-playing games, which are distinguished from a
"main quest" by their lack of an epic underlying storyline, have
significance to the player in terms of either the acquisition of greater skills for
her virtual identity or the benefit of her guild. Because quests are associated with
significant objectives, it is also possible for them to convey thematic meaning in
the form of allegory and symbolism that operates not only through the
representational strategies of the game but also through the actions that each
player performs within space.
12
Indeed, the spaces through which players move as they overcome challenges and
fulfill the goals of quests can themselves encode meaning through the time-tested
strategies of spatial allegory that have operated in quest narratives (and literary
allegories more generally) since The Quest of the Holy
Grail and The Faerie Queene. In Mapping the Faerie Queene: Quest Structures and the World of the
Poem, Erickson argues that the vertical and horizontal spatial
configuration of Spenser’s fictional cosmos conveys much of the thematic
implications of the virtues embodied by the knights and their nation-building or
ethical quests (Erickson 1996). This scheme of meaningful landscapes
"remediates" allegory, to use Bolter and Grusin’s
terms for the reworking of one medium in terms of another. Bolter and Grusin observe
that in digital art "naïve allegory is common, as we see, for
example, in the computer game Myst with its allegory of the end of the book"
(Bolter and Grusin 1999, 136). By "naïve
allegory," they refer to art with an "obvious
message," presumably to be contrasted with heavily ironized, ambivalent
allegory, such as that theorized by Paul de Man. They regard the "losing" endings of the computer game Myst, in which the player is entrapped within imprisoning books instead
of being able to move freely through the space of computer graphics, as an
allegorical critique of the book at the same time that the game remediates the book
through its interface and plot.
13
However, the tradition of creating meaningful spaces originates in literary
allegories that are far from naïve, and which encourage a degree of engagement that
prefigures digital games. As Erickson argues, the starting and ending points of the
knights’ quests in Spenser’s poems themselves convey meaning. These quests begin in
historical sixth-century Britain and then proceed into Faeryland, thereby conjoining
the historical and political concerns of epic poetry with the private, fantastic
themes of chivalric romance. Moreover, Erickson points out that Gordon Teskey’s
recent theories of Spenserian allegory emphasize a "game of
'interpretative play'," in which readers learn not
just by example but "by becoming engaged, through the play of
interpretation, in the theory of virtue." While Erickson and Teskey are
not discussing New Media, the combination of Erickson’s focus on the imaginative
spaces of the poem and Teskey’s interest in its elicitation of readers’ active
involvement suggests that Spenser was already striving for the synthesis of "immersion and interactivity" that Marie-Laure Ryan upholds
as the ideal of digital art (Ryan 2001). Aarseth’s evocative phrase
for video game representations of space, "allegories of
space," turns out to have another dimension besides the one that he focuses
on (Aarseth 2000). Aarseth argues that the spaces of digital games can
only be "allegories" of space because they consist of
digital implementations of automated rules necessary to create a game rather than
actual physical or social laws. As he puts it,
[i]n other words, the topology of even the most ‘open’ computer generated landscapes makes them quite different from real space, and controlled in ways that are not inherent in the original physical objects they are meant to represent. This makes them allegorical: they are figurative comments on the ultimate impossibility of representing real space. (Aarseth 2000, 169)While the unbridgeable gap between representation and an unattainable objective reality has been well explored in De Man’s theories of allegory, the spaces of quests are also "figurative comments" on a wide variety of actions and ideas other than the self-reflexive problems of representing space, such as the goals of the player and their relationship to a larger simulated world. For example, in the classic role-playing game, Ultima IV: The Quest of the Avatar, designer Richard Garriott deliberately sets up an intricate system of correspondences between a set of moral virtues and the representational features of the game’s simulated world, including its colors, villages, and directions of the compass. As players battle monsters, seek out hidden shrines, and search for magical artifacts in each of the game’s sub-quests, they are acting out the game’s allegorical meanings (or failing to act them out), in such a way that gameplay gradually reveals these correspondences, and successful completion of the quests necessitates an understanding of them.
14
Following both Spenser’s literary allegories and Garriott’s allegorical games, the
environment of the maze is a key spatial principle whose organization can
instantiate multiple interpretative paths as well as the search for a significant
object through the active descent into a treacherous environment. Quests in games
and literature often take place in mazes, which proliferate in the "descents
into the underworld" of myth and the "dungeon crawls" of
role-playing games. However, as Natkin argues in his analysis of level design, the
coordination of the maze model with other gameplay elements is crucial to create
immersive gameplay (Natkin 2006). Distributed through this maze must
be spatial obstacles to be overcome, such as locked doors and chasms, as well as
objects and scripted events that specify the rules for overcoming these challenges
and rewards for doing so. Indeed, Natkin draws much of his analysis of level design
from Guardiola, who suggests that "a level is made up of a
collection of quests," reinforcing the idea that contemporary game design
is increasingly leaning toward a quest-based understanding of game space (Natkin 2006). Without obstacles and rewards combined through logical
event scripting, a level runs the risk of becoming aimless wandering, which in
interpretative terms equates to a navigation of many possible meanings without ever
arguing for their relative merits or analyzing them in depth.
The Challenges of the Quest
15
In order to progress through the spaces of quests, the player must overcome trials,
and quests can thus be classified in part by the challenges that they provide and
the initiations that result from overcoming these obstacles. A typology of quests
would also include features such as the player’s objective, the actions that he must
undertake, and the quest’s location. To construct a "typology" and "grammar" of these quests like that
proposed by Aarseth, one would also need to examine the ways in which plot-lines
inspired by literary genres give rise to quests or develop out of them. Although
quests are not synonymous with narratives, story-lines offer an important motivation
for undertaking quests as well as a reward for completing them. Taking into account
features of both action and narrative, online communities of players have developed
semi-formal classifications for quests, which have been further formalized in
official "strategy guides". These schemes can be strengthened through
close analysis of quests in games with a great variety of quests, like World of Warcraft and Oblivion.
16
In-game text and gaming communities tend to classify quests as "fetch
quests", "delivery quests", "dungeon crawls",
"escort quests", and "kill quests", a typology
that is reinforced by R.V. Kelly’s similar list of quest types in Massively Multiplayer Online Role-Playing games
(Kelly 2004). These categories can be further divided into
sub-categories, combined with each other, and melded with narrative back stories to
produce a wide variety of possible quests. In a "fetch quest", a
character must find a valuable, often magical object and return it to a non-player
character (NPC) for a reward. While the term "fetch quest" is often
used critically by gamers because this device has become ubiquitous and sometimes
seems clichéd, the original "quest for the holy grail" is itself a
"fetch quest". Indeed, the etymological origins of quest in
"questare" (Latin: to seek) implies that the search for something
absent or hidden is fundamental to questing. Vladimir Propp argued that this motif
was the distinguishing feature of quests, which allowed them to take a central role
in the morphology of folktales (Propp 1968). Despite the familiarity
of the form, the interest of such a quest depends upon the value and meaning of the
object sought as well as the challenges that must be surmounted to reach it. Items
necessary for the completion of a quest are often set aside in a player’s inventory
as "quest items", which cannot be destroyed or discarded because
doing so would bring the plot to a stand-still. Such artifacts are distinguished
from the proliferation of objects in the game that have strictly utilitarian or
ornamental functions, such as ordinary weapons, tapestries, and furniture. Unlike
these items, quest items are either unique (like the Holy Grail) or a component of a
larger item, like the seven pieces of a magical staff or the three portions of the
Triforce in the Legend of Zelda games. These objects
are invested with significance as objects playing a key role in unfolding
storylines, like the "McGuffins" of film but with an interactivity
that comes from the player’s ability to use them to cause a narrative to progress.
They often also accrue personal, political, and even cosmic meaning as
instantiations of the battling demonic and divine forces seeking to control the
simulated world of the game. For example, in The Elder Scrolls
IV: Oblivion, the four middle quests in the main quest-line involve
finding Azura’s star, the armor of Tiber Septim, a great Welkynd stone, and a great
Sigil stone for the emperor’s heir. Fetch quests in Oblivion range from mundane but sometimes charming "collection
quests", such as looking for twelve scales from a rare breed of
Slaughterfish, to cosmic, such as the search for a Great Sigil Stone. The slain
emperor’s heir uses this stone to close one gate to hell and open a doorway to the
"paradise" where the final battle between good and evil takes
place. A frequent variant on the "fetch quest" could be referred to
as the "delivery quest" (less formally known as the "fedex
quest"), in which a player must carry an item from one character to
another. "Kill quests" or "assassination quests"
require the player to slay monsters or hostile NPC’s, either as an end in itself
that remedies an injustice or as a means to an end, since the gaining of an item in
a fetch quest often requires the defeat of many enemies.
17
Kill quests involve extensive combat with monsters, resulting in the intense
violence that many opponents of video games decry. But they also allow a context in
which players can confront, reflect upon, and in some cases refrain from battles
with the forces regarded as "Evil" or "Other" by a
given society. This violence is no more intense, detailed, or gratuitous than that
practiced by Odysseus as he engages in his "kill quest" to slay the
Cyclops or the suitors. Looking back over a long history of quest narratives, scenes
in works of literature now considered "classic" revolve around brutal
violence that equals or outstrips the Grand Theft Auto
series. Combat pervades chivalric romance, since large parts of the action in these
narratives involve ritualized jousting and swordplay between knights, not to mention
the slaying of roving beasts and dragons. Indeed, Frye saw
"dragon-killing" as the central, defining motif of quests in romances
(189). Digital games simply put the responsibility for this violence on the player,
who must acquire the dexterity and persistence necessary to destroy her enemies and
may (in the case of games like Fable or Oblivion) determine the role of violence in the
development of her player-character and the game’s simulated world. As with all
quests, the purpose and meaning of the violence determines the consequences of the
player’s actions. It is equally possible in Oblivion to murder random citizens or to
destroy a demonic lord, but one action will put the player’s avatar in jail while
the other will result in a quest reward. Video games are often criticized for their
violence, yet combat constitutes one of the key trials by which the meaningful
conflicts of quest narratives are manifested, as well as one of the most fruitful
opportunities for the conversion of narrative into action.
18
Similar opportunities for meaningful action can emerge from an "escort
quest", in which the player must guide an NPC from one location to another
while protecting this character from enemies. In Oblivion, one early such quest
involves bringing the slain emperor’s heir, Martin Septim, from the besieged town of
Kvatch to a refuge in Weynon Prior. Participation in such a quest results in an
emotional investment toward the charge that the player protects, resulting at first
involuntarily from the need to shield the non-player character in order to progress
in the game. Yet, such a quest can have larger implications concerning the degree of
one’s complicity with a prevailing political regime in a game (for example, the
opportunity to respect or abandon the Emperor in the opening quest of Oblivion), or the strength of a personal connection, such
as the potentially poignant or tragic escort quest of Hero’s mother in Fable.
19
Thematic implications can occur with even greater subtlety in quests involving
puzzles, which refer to any cognitive problem that must be solved in order to
progress further in the game. Puzzles often take the form of navigating mazes,
unlocking secret doors, answering riddles, deciphering codes, and finding and using
unfamiliar objects or "treasures". Puzzles most commonly appear in
certain genres, such as adventure games or designated "puzzle games",
but Juul argues that the challenges exemplified in puzzles are characteristic of
games in general (Juul 2005). A well-designed puzzle has both thematic
and cognitive aspects, since it requires designers and players to enact themes from
the work at the same time that they solve an informational or mechanical problem. In
Twisty Little Passages, Montfort offers an
excellent example of how players may enact themes in games. In his analysis of
Andrew Plotkin’s experimental interactive fiction So
Far, Montfort argues, "the workings of the IF world and
the themes of So Far must be enacted [. . .] for
the interactor to make progress"
(Montfort 2003, 210). Montfort is discussing a text-based game in
which the solutions of puzzles require the player to both uncover and act out a
theme of relationships that are "so close to but so far
from" perfection by moving various items (like the two posts of a gate or two
radioactive bricks) into proximity without allowing them to touch. Montfort’s
example is representative of a larger tradition of games that conjoin meaning and
action in gameplay rather than putting them in conflict, including both early
role-playing games like Ultima IV, more recent ones
like The Elder Scrolls, and experimental
action-adventure games like The Indigo Prophecy. Rather
than having to "break" the promise of meaning in order to maintain
the interest of the quest, these games have replay value precisely because
fulfillment of their challenges allows players to contemplate nuances of thematic
implication through their active effort rather than through passive spectatorship.
In such a game, the distance between Aarseth’s "interpretative" and "configurative" functions
diminishes, as does the difference between Zimmerman’s "cognitive interactivity" involved in processing narratives (which he
associates with readers' "interpretative participation with a
text") and the "explicit interactivity" of
designed choices (which he associates with games) ; (Aarseth 1997, 64–65).
The Pedagogical Implications of Interpretative Quests
20
By deliberately merging the interpretative and gameplay function performed by
players, game design can be taught as a form of interpretative writing within
literature classrooms. Such an assignment could involve transforming virtually any
literary narrative into a quest, and any work that falls within the paradigmatic
selection running from ancient epic to postmodern quest narrative would be
particularly amenable to this form of adaptation. I have given one such assignment
to my sophomore English literature class in which I asked students to adapt Thomas
Pynchon’s postmodern novel The Crying of Lot 49 into a
quest.
21
The assignment to design an interpretative quest has two components: a six page
written paper combining features of a game design document and a traditional
interpretative essay, as well as a small multimedia prototype of one part of the
game. The practice of constructing design documents is familiar to practitioners of
contemporary game design, as explained in books such as Andrew
Rollings and Ernest Adams on Game Design
(Rollings 2003). A design document is a verbal and graphical
presentation of the core elements of a game, such as its gameplay, levels, and
narrative. In the game industry, such a document is usually prepared as a
presentation to be given to potential investors, since commercial games often
require millions of dollars, vast teams of designers with diverse skills, and years
of planning, execution, and marketing. Hence, game designers need presentations to
show others that their designs are sound as well as to keep the team focused on an
overall plan.
22
The design document in an English class differs from one made for the game industry
in that it focuses more explicitly on meaning. However, the influential game design
theorists Salen and Zimmerman do see meaning as a high priority in game design, and
in documentation more generally, as when they write that "meaning, play and games are intimately related concepts. The goal of successful
game design is meaningful play"
(Salen 2004, 37). Indeed, they define design in terms of "the creation of meaningful experience," explaining that
"design is the process by which a designer creates a context to be
encountered by a participant, from which meaning emerges"
(Salen 2004, 37). Students create a context in which meaning can
emerge by designing the aspects of a game that correspond to the most theoretically
distinctive features of quests, including the spaces, challenges, and objects. The
design document should contain descriptions and analyses of these elements,
including textual and contextual evidence explaining what they mean as well as
reflection on how the students’ own interpretative perspective helps to create this
meaning.
23
Because of the role of space in shaping quests, adaptations of literary texts work
best when the designer does not reproduce the events of the narrative in a strictly
linear fashion, but instead re-creates spaces in which players can bring about some
of these events and their meanings. Building on a fictional world already created by
an author, the student translates these geographic features into a world of ideas
that can be explored by players. This requires interpretative decisions, since a
location like the surrealist painting of Remedios Varo’s tower described in The Crying of Lot 49 could be read as an emblem of
Oedipa’s inescapable solipsism, as a foreshadowing of her escape through the use of
imagination, or as a range of intermediate possibilities. Many of the most
successful essays based their game concepts around spaces represented in Varo’s art,
since Pynchon prominently alludes to her painting "Embroidering
Earth’s Mantle" as a recurrent, ekphrastic metaphor in the novel. This
topic helped to generate game ideas because Varo’s painting represents a dreamlike
space conducive to a quest plot: a tower in which a group of captive girls weaves a
tapestry that, paradoxically, contains the world. Moreover, the sequence of three
paintings in the "triptych" that Pynchon alludes to
suggests the structure of a journey in three stages (approaching the dreamlike
world, imprisonment, and escape), which provides the potential outline for a quest.
24
Students produced three different analytical approaches to the thematic significance
of these paintings and three different ways of enacting these interpretations in
gameplay, all of them taking place within the metaphorical "space" of
Varo’s paintings. One student argued that the paintings suggest the mind’s ability
to escape the confines of socially constructed reality through the higher reality of
the imagination — the etymological meaning of the "sur-real" as
practiced by Varo. A second student used the space of the Varo painting as the
setting for a different game that takes the opposite interpretative stance, in which
the weaving of the tapestry reflects Oedipa’s solipsistic entrapment within a
reality entirely created by her own mind. A third student synthesized these two
interpretations, suggesting that her game design will reward players who remain open
to both surrealistic and solipsistic views of the space of the Varo painting. In a
highly nuanced thesis statement, this student writes,
if Oedipa could easily choose a side, she would then cease to touch the "real world" that she so longs to find — creating the paradox that as long as Oedipa looks for "reality", or life, she lives in it; but as soon as she assumes she has found it, it ceases to exist for her. (Neugebauer 2006)Neugebauer’s thesis suggests one way in which visualizing The Crying of Lot 49 spatially allowed a student to develop stylistically nuanced and argumentatively self-conscious writing that was flexibly open to the idea of interpretative indeterminacy. Other teachers could benefit from this result by allowing students to design spaces that map the world of ideas onto simulated geographical space, including imagined and artistic spaces within the work of literature, such as Jane Eyre’s ambiguously emblematic paintings or Achilles’ encyclopedically engraved shield in The Iliad. Encouraging students to design these conceptual spaces as well as "actual" or "realistic" locations within literary narratives could also help accommodate literature from a variety of periods to the constraints of role-playing toolsets, which often feature fantastic medieval landscapes that lend themselves to allegory.
25
Despite the richly multivalent signifying potential of spatial allegories, students
who are adapting literary works into interpretative quests need to be reminded that
an awareness of labyrinthine indeterminacy should not become an excuse for an utter
lack of interpretative commitment. In other words, students should design their
spaces to balance openness and rule-based constraint, one of the recurrent features
of level design advocated by Natkin. One example of the rationale for this
pedagogical principle appears in students’ readings of the end of The Crying of Lot 49, in which Oedipa confronts four
"symmetrical" choices about the secret society she has been
pursuing: it is real, it is a hallucination, it is a hoax, or it is the
hallucination of a hoax (Pynchon 1964, 171). These choices
resemble the paths through a labyrinth, each of which gives rise to further choices
and multiple, disorienting endings. Thinking of The Crying of
Lot 49 as the basis for an adventure or role-playing game, in which
players often explore labyrinths, led several students to embrace this indeterminacy
as an opportunity for the exploration of multiple meanings rather than frustration.
However, students sometimes tended to come to rest complacently in this image, or to
assert it dogmatically, often as a criticism of scholars who had developed
well-supported arguments about a particular interpretation. While these students
were well-intentioned, they sometimes seemed to use the image of the labyrinth as an
excuse to avoid crafting their own thesis, as when one student wrote that "Through creating this game, I realize that the entire book, The Crying of Lot 49, was just a labyrinth itself!"
(Alonzo 2006). Alonzo’s phrase "just a
labyrinth" suggests that she is satisfied with multiple interpretative paths
rather than a single interpretation. Yet, her suggestion that "the entire" book can be understood in this way is itself a totalizing
argument that contradicts her other idea: that multiple readers can take different
paths through the text. Such a view sometimes resulted in a lack of interpretative
focus, as students celebrated different readers’ abilities to choose a path through
the space of the quest without themselves committing to such a path. This tendency
in some student essays serves as a reminder that simulated space is only one part of
a well-designed quest, which must also pose goal-oriented and rule-based challenges
to the player in order to produce an immersive game and allow the enactment of
meaning.
Prototypes
26
Based on their design documents, the students built prototypes that combined aspects
of their individual designs to form playable games through which players would enact
the students’ interpretations of a portion of the novel. Students worked in four
in-class game workshops and were instructed to meet two to three times out of class.
The initial workshops were devoted primarily to planning and note-taking regarding
the game concepts, while later workshops involved working with computers in the
classroom to make the games. There were four group projects in my class that used
three different major software applications and a mixture of other programs.
Students produced two small but functional role-playing quests made with the Aurora
Toolset, an application that comes with the role-playing game Neverwinter Nights and
allows designers to make three-dimensional worlds. This toolset is a
"modding" engine with which users create their own
"modules" to share with other players. At the same time, it is a
high-powered, sophisticated tool that can be used in the game design industry, since
Jeannie Novak in Game Development Essentials also
recommends it for prototyping commercial games (Novak 2005). While the
toolset is complex, it can be used to make three-dimensional environments without
either rendering these graphics in Maya or 3D Studio Max or programming them in
OpenGL or DirectX. Through mastering the menus and buttons of such a toolset as well
as a system of dragging and dropping objects, both instructors and students can
construct an explorable environment in a relatively short amount of time. A third
group produced a web-based Alternate Reality Game made with Dreamweaver, Photoshop,
and digital cameras. Another produced one part of a puzzle game in Macromedia Flash.
This was the least successful project because Flash is the most difficult of the
programs to master, which meant that large amounts of student work translated into a
rough final product. If I had the opportunity to do this assignment again, I might
exclusively use the Aurora Toolset because it yields visibly exciting end results
that encourage students and because its "Plot Wizard" and journal
system is built entirely around the idea of quests.
27
One group’s prototype, called Oedipa’s Quest, centered
around the "dreaming children" episode in The Crying of Lot 49, in which Oedipa encounters a group
of children warming themselves at an "imaginary fire,"
who tell her that they are "dreaming the gathering"
(Pynchon 1964, 118). After they do not answer her questions
satisfactorily, Oedipa "to retaliate" stops "believing in them"
(Pynchon 1964, 119). To allow players to act out this scene, the
students used the Aurora toolset to build a small city with a town square. In this
square, they constructed a circle of runes to represent the "hieroglyphic" posthorns that the children have scrawled on the ground,
along with an "imaginary fire" made of magical sparks.
Around this fire they placed children and then scripted conversations for them,
creating dialogue trees with multiple forking paths of possible interaction with the
children. The students also gave the children "invisibility
spells" so that they would disappear when attacked, thereby representing
Oedipa’s refusal to believe in them. After this encounter, players could enter a
tower that the students also built in order to represent the environment of Remedios
Varo’s "Embroidering Earth’s Mantle" painting. The
students furnished this space with mysterious and arcane accoutrements, and then
they placed an old man in the tower to represent Genghis Cohen, the stamp collector
who Oedipa encounters just before she sits down to await "the
crying of lot 49" and the book’s indeterminate ending in the auction
room. Again using dialogue trees, the group scripted a conversation in which Cohen
asks Oedipa to interpret her encounter with the children and gives her three
possible answers: "solipsism,"
"surrealism," and "there is no
answer. The point is to keep searching for the truth." The first two
answers result in a rebuke from Cohen because of the player’s excessive certainty in
the face of ambiguity, while the third response earns the player praise and
encouragement to continue gaining knowledge by exploring further. Students were
pleased with this final product, but they sometimes showed frustration when the
toolset could not accommodate aspects of their design document, such as allowing
players to fill in blanks rather than select multiple choice answers in
conversation. In future classes, an introduction to the capabilities of the toolset
before writing the document would help to circumvent these disappointments.
28
A second group used the Aurora toolset to create the most extensive and functional
prototype of the class, the humorously titled Polar
Inverarity’s Overtly Symbolic Quest. This prototype was highly creative
and could actually be played as a game, in part because the students made excellent
use of the Aurora toolset’s "plot wizard" to create quest objectives
without having to master a scripting language. This group built their project around
a series of "fetch quests", in which players retrieve an item and
bring it to another non-player character for a reward or to advance further in the
game. Players of this group’s game had to acquire a key from Pierce Inverarity to
open an armoire containing a page from The Courier’s
Tragedy (a book discovered by Oedipa in The Crying of
Lot 49), which offers a clue to talk to a dreaming child from chapter
five. The child sends the player to talk to the drunken sailor, who asks the player
(as he asks Oedipa) to deliver a letter through the underground postal service or
"W.A.S.T.E. system." After the player does this, the
sailor gives the player a golden posthorn, which must be returned to Pierce
Inverarity. Each of the non-player characters’ dialogue gives some explanation of
the significance of the player’s tasks, which the student group elaborates on in the
notes for their presentation. The students write, "Our focus was
on polar opposites in the novel, with an extreme emphasis on sacred and profane
images. This is reflected in our setting, characters, and humor." The
students thus organized their project around the religious subtext of Pynchon’s
novel, as first analyzed by Edward Mendelson in "The Sacred, the
Profane, and The Crying of Lot 49". The game
is filled with clever allusions to the novel, and (as its name suggests) is strongly
symbolic.
29
However, the relationship between meaning and action in the second group's game is
not as well integrated as in Oedipa’s Quest, in part
because the students became a little too immersed in the whimsical humor of their
game. Students created a world in which Pierce Inverarity has been transformed into
a polar bear, and random creatures such as talking penguins periodically appear.
Nevertheless, because the group also strove to be faithful to the details of
Pynchon’s text, they found that elements they originally intended to be humorous
acquired meaning within the context of the quest. Indeed, Pynchon’s idea of a "high magic to low puns" suggests that his own aesthetic
draws its own power from seemingly absurd jokes that reveal serious thematic
implications upon a second look (Pynchon 1964, 129). Thus, the
"polar" bear in the group’s prototype lead them to
think about "polar" opposites running through the organization of
their game, in which each object, character, and setting has its mirrored,
symmetrical counterpart. The students write:
We split the geography into two separate but equal parts. Where one side has a very nice house, the other side has a slummy inn. One side has a nice garden with children and flowers; the other side contains ruins and skeletal remains. [...] The areas are separated by the river, water, a polar molecule. A single bridge connects the two, representing how sacred and profane are eternally linked within the novel’s universe.Chance puns on the word "polar" yield an organizational principle for the quest, in which the player must help an isolated, marginalized sailor to communicate through an underground postal box in the middle of town, thereby bridging the sacred and the profane both figuratively and literally.
30
In addition to this successful use of emblematic spaces, students wrote not only
about the spaces of the quest but also about its rules and challenges, in order to
emphasize that a quest is a goal-oriented search for meaning rather than unfocused
wandering through multiple interpretations. Classroom game design need not consist
primarily of a set of rules that the instructor imposes upon a class in order to
guide discussion, but rather students should be at least partially responsible for
designing these rules if gaming is to fulfill the promise of interactivity. When
students supported their ideas about gameplay with interpretative analysis of the
book, they produced a context for meaning that was both creative and interpretative.
For example, Jason Kimbrell designed an action game about Pynchon’s use of Jungian
shadow archetypes. In this game, players would have not only standard combat moves
but also an "interpret" move, akin to the "combo" or
"finishing" moves in martial arts games. The
"interpret" move would give characters the opportunity to experience
sympathy for a demonized and shadowy Other, thereby humanizing an enemy instead of
defeating it. Kimbrell writes:
As enemies in the game, the Shadow will be portrayed as monsters. Oedipa has two options while fighting these creatures. She can kill them, like a normal action game, or she can ‘interpret’ them. Once she initiates the command, a quick cut-scene plays revealing the monster as a human being and Oedipa learns a special move specific to that monster. The downside to this is that interpretation has a high fail rate, which makes execution difficult. (Kimbrell 2006)Kimbrell thus retained the challenge and violence of the typical "kill quest" with gameplay that required players to enact subtle, postmodern, and self-reflective ideas about tolerance for the demonized Other. His gameplay is meta-interpretative, introducing interpretation as itself a move in the game: one that is rendered not only as an abstract cognitive maneuver but also as a difficult "combo move" in a well-designed martial arts combat game. Instructors uncomfortable with the violence of video games or seeking to encourage readings of bloody epic and romance through the more reflective lens of postcolonial or feminist theory could use this student’s idea as a template for alternative approaches to Beowulf, the Arthurian legends, or any text that prominently features a protagonist challenged with slaying a monstrous Other.
Conclusion
31
Further inquiry into the theory and practice of quest design will allow literary
scholars, games researchers, and game designers to find linkages between a tradition
of games extending from King’s Quest to The Elder Scrolls IV:
Oblivion, as well as from Homer’s Odyssey to The
Crying of Lot 49. As the academic study of games matures, the study of
quests offers a possible bridge between games and narratives that can help us to
progress beyond the divisive ludology versus narratology debate without losing sight
of the venerable, implied questions about interpretative freedom, imagination, and
the human search for meaning that made this debate so fierce in the first place.
Moreover, further research into the history and theory of quests can take its place
among a variety of studies of particular game genres that emerge as New Media
researchers move past the first discipline-founding steps of game studies and into
the specific inquiries that will bear the fruit of this discipline. The importance
of studying quests specifically can only increase as MMORPG’s and RPG’s for the
next-generation consoles boast of "quest systems" that contain
thousands of "side quests", often interlaced with an epic main quest
whose dramatic sweep still corresponds to the ancient model of the hero’s journey.
Because quests are also a structural paradigm that connects hundreds of literary
works from myriad periods and genres, pedagogical applications of quests can
potentially benefit humanities teachers in a broad range of educational situations.
These applications could range from honors seminars introducing students to ancient
epic, to thematic classes about the relationship between New Media and literature,
to single-author "major figures" courses on authors as diverse as
Edmund Spenser and Thomas Pynchon. Moreover, the most productive questions about
quests may come from a design perspective, addressing the issue of how to relate
theoretical understandings of quests with their enactment in gameplay. Since quests
operate as a formal structure in narrative and an activity in games, the adaptation
of narratives into games requires not just a theoretical consideration of
interactivity but of the practical action that scholars, educators, and designers
can themselves take in order to produce this interactivity. New Media theorists need
to consider what technological skill-sets might be required in order to produce
meaningful action in games, and how strategies derived from the literary tradition
of quest games could be used to create this action. My own book in progress, Quests: Design, Theory, and History in Games and
Narratives, discusses ways that a literary technique of symbolic
correspondences derived from medieval romance and Renaissance allegory can help
designers to construct games in which meaning emerges from gameplay. Four components
of a theory of quests (a quest system of journal updates and conversations with
non-player characters, spaces, objects, challenges) can themselves "correspond" to
another set of design skills (journal management and dialogue construction, level
design, creation of quest items, and programming within game engines or
"scripting"). If we treat the quest in its etymological sense as
a kind of "inquest" or "inquiry" in which players and
designers produce meaning rather than passively consuming it, then the next step in
this inquiry may be to ask how we can actively create meaning through our design
decisions.
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