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"Play,
Memory": Shadow of the Colossus and Cognitive
Workouts
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2.
Accounting for Memory Figure
1: Common distinctions for Long Term Memory. The memory
systems discussed in this paper, procedural and
episodic, are highlighted. There
is a groundswell of research on games and cognition that
looks at the (positive) pedagogical impact of playing video
games. Scholars and critics such as James Paul Gee (2003a)
and Steven Johnson (2005) have already established that
video games, to put it plainly, can exercise your
brain. This body of research focuses mainly on the
procedural learning that results from being immersed in
simulated worlds the skills of pattern recognition,
systematic thinking, even patience. Decision-making also
plays a crucial role, specifically time-constrained
decision-making that involves solving all manner of problems
and puzzles in order to advance through the game. Typically,
the puzzles become more subtle and complex as the player
progresses through the levels, which in pedagogical terms is
a process directly analogous to regime of
competence learning. Other research on games and
cognition has focused on visual and spatial intelligence:
Video game play frequently activates cognitive skills
by calling upon the player to construct mental
representations of space in order to win the game.
Repeatedly playing video games may cultivate visual spatial
skills (Calvert 2005:127). In all of these cases, the
idea is that there is a clear transfer of skills from
gameplay to real-world application (Johnson
2005:209-10); [p]layers are learning HOW to
think as much as learning WHAT to think (Malloy 2000;
emphasis in original). Players are thus learning processes
in the game that can be transferred or
recalled outside of the game as well.
Procedural memory, which is effectively performed
recollection, is what allows them to do so. 3.
The Play of Memory's Shadow Figure
2: Ascending the club of the colossus. Copyright ©
StrategyInformer.com In
these fight scenes, the player is drawing on procedural
memory to puzzle-solve and conquer each new beast. With the
repetition of failed attempts for each particular giant, as
well as each successful kill that allows you to find the
next one, you are filtering out non-essential information
and streamlining the interaction to reach your goal more
quickly and efficiently. As Robert Sylwester (1997)
explains, this type of response is fast and reflexive, and
involves an action that typically has a direct and immediate
outcome in the environment: one identifies the fearful
and survival elements in a situation, and quickly activates
automatic response patterns if survival seems
problematic (n.p.). In this case, our environment is
virtual, but one glance at our life meter confirms that our
survival is problematic nonetheless. Figure
3: The wanderer brings his deceased lover to the temple in
the cinematic prologue. Copyright ©
StrategyInformer.com In
addition to these cut scenes, long periods of riding
punctuate your experience of the gameworld. There are no
smaller, intermittent enemies (common in adventure games);
there is no-one at all besides you and your horse (see
Figure 4). You ride across vast sepia-toned deserts and
rambling plains, valleys full of mist and dense forests that
splinter whatever sunlight they allow in. Occasionally, you
lift your magic sword to the sun, and a conspicuous
convergence of light will indicate that you are moving in
the right direction. Then you keep riding. Figure
4: The wanderer and Agro take a break from riding. Copyright
© StrategyInformer.com What
does one do when riding alone all that time? You think. You
think about the fact that you are about to bring down
another one of these awe-inspiring creatures even though you
know that they have not wronged you in any way, and they are
definitely not expecting you and your sword. All you know
all you remember is that you must kill them in
order to complete your quest. The
sense of moral ambiguity evoked by the storyworld is one of
the main reasons why Shadow of the Colossus is an
aesthetically compelling video game. One reviewer suggests
that the reason for these long stretches of riding is that
they make the player feel the isolation that the story
tells the player they should feel (Sherman 2006:
n.p.). The observation speaks to Juul's (2005:15) question
of an essential relationship between theme and
structure in video game design, and serves as a
productive example of story mechanics and game mechanics
working in concert. With regard to gameplay and cognition,
furthermore, the lengthy cut scenes and long stretches of
riding in isolation are both design qualities that allow the
player to respond reflectively to the storyworld, a response
that calls on the players own form of narrative
memory. In effect, the player not only inherits the task of
the wanderer and the tools with which to accomplish that
task, but also (potentially and ideally) the psychological
baggage that his ordeal entails. The process of drawing on
procedural and episodic memory systems is thus critical to
the players experience as the character of the
wanderer in the simulated world of Shadow of the
Colossus. 4.
Reading into Games Literary
theorist Wolfgang Iser (1978:27-38), for instance,
differentiates between 1) the actual reader, who
brings his/her individual experiences and preoccupations to
the text, and 2) the implied reader, who is
established by the response-inviting structures
of the text and in a sense produced by the text itself.
Coherent world games invite a parallel notion of an actual
and implied gamer, in which an implied gamer is similarly
constructed by various components of the games fiction
such as characterization, themes, or even expressly
narratological elements such as point of
view.[4]
In this regard, the players episodic memory is also
informing what might be described as "extra-textual" acts of
interpretation, which is a productive and inevitable
consequence of reflective engagement with coherent world
games. As Gee (2003b: n.p.) writes, players should
think reflectively and actively about the games and
their connections to other texts, activities, and the
world (Gee 2003b: n.p.). From the perspective of game
design, some games do not simply allow for such
interpretation: they cry out for it. Like
your typical adventure story fare, Shadow of the
Colossus borrows from diverse mythologies. There is a
magic sword, a Sleeping Beauty, a Faustian pact, and of
course a David and Goliath. Each giant has a weak spot
reminiscent of Achilles, and these are revealed to the
wanderer in the form of the sigils, which are derived from
Jewish mysticism and the Kabala. (It can be said that a
coherent world game does not necessarily imply a coherent
theme game). Some of the allusions are more
subtle. The name of the disembodied spirit/demon in the
temple, Dormin, is Nimrod spelled backward. Nimrod is the
first super-human, God-on-Earth figure in Biblical lore
(Genesis 10.9), and is said to have persuaded the
masses to build the Tower of Babel. Upon Nimrods death
he was cut to pieces and spread throughout the earth. In
Shadow of the Colossus, we learn that Dormins
soul was separated into sixteen parts and sealed in the
Colossi, who are spread out across the sacred land. Killing
these giants [spoiler warning] will in turn set him
free. Beyond
their self-contained and unambiguous rules, the
inter-textuality of such games is obviously part of what
makes them meaningful from politically activist games
by independent designers to the pulp of the PlayStation
mainstream. But it remains a matter of debate how far we can
or should take this practice of
interpretation.[5]
In the gameworld authored by Ueda, for instance, we might
consider the allegories implicit in the notion of the
colossus itself. After all, it names not only a mythological
giant but also a giant of a much different nature: the
monstrous computer used by the British to decode German
messages during World War II, which was arguably the
earliest electronic digital computer produced. Twelve of
these Colossi contributed to the Allied victory, but because
they were top secret, Churchill ordered their destruction
immediately after the war, much to the horror of the
engineers who had devoted themselves to their creation
(Copeland 2006:172). Like the unique giants killed by the
wanderer, the computer colossi were to be erased from
history, and erased from memory, before their popular
discovery (which has only come with the recent
declassification of documents in 2005). Moreover, German
media theorist Friedrich Kittler's (1999:257-63) conception
of the Colossus as an informatic monstrosity, one that has
subsumed all power of symbolic manipulation, could also have
a bearing on our reading of this game, and what we are
(symbolically) destroying. And, if we read the game in light
of its contemporary cultural and political context, it would
be difficult to ignore the fact that piercing a giants
head with a final death blow results in a geyser-like
explosion of black fluid that looks unmistakably like an oil
well. Are
all or any of these inter-texts and observations fair game?
Or are we just reading into things? In the end, it might all
be a matter of how we want to exercise our brains, and what
kinds of deposits we have made in our episodic memory banks.
Nonetheless, what remains clear is that distinctions from
the cognitive sciences can inform both ludologically and
narratologically inclined approaches to gameplay, and more
generally lead to a richer understanding of games in
aesthetic and pedagogical terms. Notes 1.
Montfort is writing in the context of Sherry Turkles
Video Games and Computer Holding Power (1984),
which is based on extensive empirical data on the experience
of gamers. The advances in graphical capability, cinematic
special effects, and, as I am suggesting here, the
increasing literary sophistication of games, however, has to
some extent invalidated Montfort's statement. At least in
the popular realm, empirical evidence on fan forums would
suggest that what sets a game apart is quite possibly its
story. On a fan forum for Sonys God of War
(2005), for example, one player writes,
[R]ecently, I borrowed God of War from a buddy
of mine. The storyline intrigued me so much I decided to
write a plot summary of the game' (http://faqs.ign.com/articles/675/675093p1.html,
cited 20 February 2007). 2.
The concept of playable character, which denotes
agency, clearly transcends character, which
denotes a fictional person that elicits a sense of
identification from a reader or viewer as it may be.
Nevertheless, I use the term playable character
as opposed to avatar to reserve the latter, in
line with its origins in role-playing games, for discussions
of playable characters that are configurable to
some degree by the user. 3.
During cut scenes, the player is temporarily a
viewer only, not engaged in gameplay. For this reason, cut
scenes have been considered as problematic non-game
elements in some circles and indispensable for
conveying the games fiction in others (see Juul 2005
[16, 135] for more on this point). 4.
Diane Carr (2006:41) has drawn a similar
distinction in Games and narrative and
even refers to the implied player as a
textual construct (my
emphasis). 5.
Discussing varied interpretations of
Tetris, Juul (2005:133) has established that some
interpretations are more convincing than others.
Furthermore, Juul (2005:195) has discussed a divide between
more experienced players who are more interested in game
rules and less experienced players who are more interested
in game fiction. I would propose adding a third "category"
here: those who, whatever their level of gaming experience,
are watching someone else play. These people are
participating in the performative aspect of gameplay (as
audience) as well as its social aspects, offering verbal
input and perhaps criticism of the
players moves. These participants (also referred to as
backseat button-mashers) are arguably more
attuned to analyses or reflection given that they are not
otherwise occupied with direct cybernetic control of the
game. Not only can these indirect participants help figure
out puzzles for the player by observing the gameworld in a
less constrained manner, they are more likely to view the
game as an aesthetic object for the same reason. References CALVERT,
Sandra L. (2005). Cognitive effects of video games, in J.
Raessens and J. Goldstein (eds) Handbook of computer
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about learning and literacy. New York, Palgrave
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