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Game Comics:: An Analysis of An Emergent Hybrid Form

This document provides an overview and analysis of game comics as an emerging hybrid form between video games and comics. It begins by discussing key characteristics of games and comics based on theories of ludology and comic form. It then examines examples where games and comics have blended or adapted elements of one another. The document focuses on the author's own work creating game comics that directly synthesize gameplay and comic form mechanics. Two of the author's game comics, A Duck Has An Adventure and Icarus Needs, are discussed in detail regarding their gameplay, narrative structure, and use of space to represent time as informed by theories of games and comics.
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0% found this document useful (0 votes)
104 views33 pages

Game Comics:: An Analysis of An Emergent Hybrid Form

This document provides an overview and analysis of game comics as an emerging hybrid form between video games and comics. It begins by discussing key characteristics of games and comics based on theories of ludology and comic form. It then examines examples where games and comics have blended or adapted elements of one another. The document focuses on the author's own work creating game comics that directly synthesize gameplay and comic form mechanics. Two of the author's game comics, A Duck Has An Adventure and Icarus Needs, are discussed in detail regarding their gameplay, narrative structure, and use of space to represent time as informed by theories of games and comics.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Game Comics:

An Analysis of an Emergent Hybrid Form

d.m.1.goodbrey@hert s.ac.uk
www.e-merl.com

Int roduct ion


Hi, Im Daniel Merlin Goodbrey.
Im a lect urer in Narrat ive &
Int eract ion Design at t he Universit y
of Hert fordshire.
I also work as a freelance comic
creat or and as a consult ant for
companies t hat want t o do weird
t hings using comics.
Today Im here t o t alk about one of
t he new direct ions in digit al comics
t hat Im current ly exploring: Game
Comics.

Videogames
Videogames have t heir beginnings in
t he mid part of t he 20 t h Cent ury.
Their popularit y has risen st eadily
alongside t hat of t he comput ing and
gaming devices we use t o play t hem.
As videogames have developed as a
medium, t hey have also developed a
shared hist ory of visual influence and
narrat ive crossover wit h t he medium
of comics.

Videogames & Comics


There have been adapt at ions
of videogames int o comic
narrat ives.
And adapt at ions of comics
int o videogames.

Videogames & Comics

There have been comics


t hat make use of t he visual
t ropes of videogames.
And videogames t hat make
use of t he visual t ropes of
comics.

Videogames & Comics


There have been videogames
t hat use comics t o provide
narrat ive sequences t o link
bet ween sect ions of
gameplay.
Max Payne (2001)

Imaginary
Range (2011)

Videogames & Comics


There have even
been videogames
t hat are also comics.

Red Hawk (1986)


Dice Man
(1986)

And comics that


are als o games .

Videogames & Comics


It's in this area of direct
hybridis ation between comics and
videogames that I've been
focus ing my own res earch.
I began be trying to build a clearer
picture of s ome of the
fundamental concepts underlying
the two forms .

Games: What are t hey?


V ideogame theoris t J es per J uul
identifies s ix key characteris tics
of games :

R ules .
V ariable, quantifiable outcome.
V aloris ation of outcome.
P layer effort.
P layer attached to outcome.
Negotiable cons equences .
(J uul 2 0 0 5 )

Games: What are t hey?


J uul als o us efully divides videogames into two
major categories :
Games Of E mergence
E mergence is the primordial game s tructure
where a game is s pecified as a s mall number of
rules that combine and yielda large number
of game variations . (J uul 2 0 0 5 )
Games of P rogres s ion
P rogres s ion is the his torically newer s tructure
that entered the computer game through the
adventure genreT he player mus t perform a
predefined s equence of actions [to progres s ].
(J uul 2 0 0 5 )

Comics: What are t hey?


Ive taken a s imilar approach to J uul in
trying to identify the key characteris tics
of comics as a medium.
I came up with eight key characteris tics .
T hes e are primarily characteris tics of the
act of reading the object, not the object
its elf.
Its not as neat a lis t. T heres definite
overlap between s ome characteris tics .
I decided to allow this overlap as each
characteris tic does work to highlight a
s pecific as pect of the form.

Key Charact erist ics Of Comics


E ight key characteris tics :

J uxtapos ition of Images


S patial Networks
S pace as T ime
T emporal Maps
Clos ure between Images
T ablodic Images

Word & Image Blending


Reader Cont rol of Pacing

Game Comics: What are t hey?


Games
Rules
Quant ifiable Out come
Valorisat ion of Out come
Player Effort
Player At t achment
Negot iable Consequences.

Comics
Juxt aposit ion of Images
Spat ial Net works
Space as Time
Temporal Maps
Closure bet ween Images

Word & Image Blending


Tablodic Images
Reader Cont rol of Pacing

Game Comics exist in t he middle ground bet ween comics and games.

Game Comics: What are t hey?


In mos t exis ting examples of
game/ comic hybrids , the game play
mechanics and the comic form remain
s eparated.
In Red Hawk t he game's play is focused
on t he player's int eract ion wit h t he
game's t ext parser, while t he comic
st rip is used separat ely t o visualise t he
result of t his int eract ion.
In Diceman, t he choose your-ownadvent ure st ruct ure has been graft ed
over t he t op of t he comic.

Game Comics: What Are They?


T he s tructure of play again exis ts as a
s eparate s ys tem from the s ys tems us ed
in the vis ual language of the comic.
My aim in creating my own game/ comic
hybrids is to create works that offer a
more direct s ynthes is between the
media of comics and videogames .
In doing s o I'm trying to create games
that make s pecific us e of the key
characteris tics of comics in their
gameplay.

Game Comics: What Are They?


In order to do this , I've been cons idering
how the two media make us e of s pace.
Comics & videogames are s patial media.
In comics , s pace is us ed to repres ent
time with the comic panels exis ting as
part of a s patial network of juxtapos ed
and interrelated images .
In videogames , exploration and
manipulation of s pace can form a
fundamental part of gameplay with the
unlocking of s pace s erving as a key
as pect of a game's reward s tructure.

A Duck Has An Advent ure


My intent was to create s omething that
comic readers view as a comic and
videogame players view as a videogame.
As an initial attempt, Duck sit s nearer
t he comic end of t he spect rum.
It s based on a " choose-your-ownadvent ure" st yle of advent ure game,
where t he player must make choices for
t he cent ral charact er t hat influence t he
direct ion t he narrat ive will t ake.
Here's a quick play of t he game.

A Duck Has An Advent ure


Duck went on sale as an Android app in
20 12. Peeked at No. 6 in t he Google Play
Top 10 for paid comic apps. Short List ed
in t he 2012 New Media Writ ing Prize.
Uploaded t o t he free gaming port al
Kongregat e a mont h ago.
Has received 30 0 ,0 0 0 'plays' so far.
Generat ed several pages of player
feedback and YouTube playt hroughs.
My init ial impression is t hat t he majorit y
of comment ing players accept ed t he
work as a game.

Visual St yle
Duck was int ended init ially as a
smart phone app and is designed for a
casual gaming audience.
Tried t o build what J uul describes as
" juiciness" (20 12) - an excess of posit ive
feedback for each act ion.
Want ed t o creat e somet hing t hat called
for const ant reader int eract ion, not just
an occasional t ap t o go t o t he next page.
This called for a simplificat ion of t he
comic's t ablodic images so each panel
could be consumed quickly.

Achievement s
T he addition of achievements and
collectable hats are tropes that operate
as part of the game's reward s ys tem.
It is often the feeling of dis covery that
keeps players within the playworld."
(Gazzard 2 0 13)
T hey als o give the player a metric by
which to meas ure their progres s ion
through the game.
S eeking completenes s becomes a game
in its elf, as the player tries to collect all
the hats , achievements and endings .

Const ruct ing Temporal Maps


Duck can be considered in relat ion t o my
earlier infinit e canvas hypercomics.
In Never Shoot The Chronopat h (20 0 7)
t he whole comic is present for t he
reader t o navigat e t hrough and read.
In Duck, t he player const ruct s t he
comics t emporal map as t hey play.
Players of a game do not expect t o
have t he full game world open t o t hem;
t o do so would t ake away t he
explorat ory and learning aspect s of t he
game t hat t he players need t o keep
playing. (Gazzard 20 13)

Const ruct ing Temporal Maps


A zoomed out view of the temporal map
was added as a res ult of play tes ting.
T his zoomed out map becomes a vis ual
record of where the player has been, the
choices they've made and the paths
they've yet to explore.
S ome pathways in the game are only
unlocked once the player has vis ited
them from two different directions .
T his unlocking of s pace becomes
another as pect of the game's reward
s ys tem.

Icarus Needs
Icarus Needs is an advent ure game,
t aking it s lead from bot h classic t ext based games like Zork (1979) and also
lat er graphic advent ure games like The
Secret of Monkey Island (1990 ) and Day
of The Tent acle (1993).
Wit h Icarus I want ed t o push t owards
somet hing t hat felt more game-like.
The game's narrat ive is a met afict ion
about a cart oonist who finds himself
st uck in a videogame dream.
Let 's t ake a quick play of t he game.

Game World
Games theoris t Nick Monfort notes that
a typical adventure game " s imulates a
world that the interactor is s uppos ed to
figure out." (Montfort 2 0 0 3)
Montfort als o notes that much of the fun
of playing an adventure game comes
from the exploration of the game world.
My intent with Icarus was t o creat e an
explorable world mediat ed t hrough t he
medium of comics.
The narrat ive of Icarus is creat ed
t hrough explorat ion and play.

Narrat ive, Play & Puzzles


Montfort notes that adventure games
are not thems elves narratives , but
" produce narratives when a pers on
interacts with them. (2 0 0 3)
In Icarus you move around t he world,
int eract ing wit h t he worlds inhabit ant s
and picking up object s t o solve puzzles.
The puzzles in a work of int eract ive
fict ion funct ion t o cont rol t he revelat ion
of t he narrat ive; t hey are part of an
int eract ive process t hat generat es
narrat ive." (Mont fort 20 0 3)

Navigat ion & Explorat ion


T he player in Icarus is t rying t o bot h
appreciat e t he world t hey're in and
solve it in order t o successfully t raverse
t he game.
In t he design of t he game I t ried t o lead
players in cert ain direct ions, but
ult imat ely t he player is left t o det ermine
t heir own pat h t hrough t he game.
Videogames offer us t he empowered
experience of navigat ing our own
individual pat hs. (Gazzard 20 13)

Movement & Cont rol


I was careful to keep the reader in
charge of pacing throughout the comic.
No animation within the panels and we
never s ee the lead character in motion.
T he game, like any comic, relies on the
player's us e of clos ure to interpret the
changing s till images as movement.
As a brows er-bas ed game, Icarus
allowed me t o priorit ise arrow key and
WASD cont rols t o give t he player a
great er sense of agency wit hin t he
game.

Movement & Cont rol


Agency is " the s atis fying power to take
meaningful action and s ee the res ults of
our decis ions and choices ." (Murray
19 9 7)
Agency in Icarus is furt her enhanced by
t he player having a direct avat ar wit hin
t he game world which t hey can ident ify
wit h and cont rol.
This increased sense of agency is one of
t he fact ors t hat push Icarus more
t owards t he game end of t he game
comic spect rum.

Aporia / Epiphany
Another factor is the nature of the
" aporia and epiphany" (Aars eth 19 9 9 )
relations hip within the game.
In gaming terms , aporia can be thought
of as either the puzzle or the paus e-tos olve period as s ociated with a puzzle.
(Gazzard 2 0 13).
E piphany is the realis ation of the
s olution that allows the player to
progres s onwards to the next
area/ puzzle within the game.

Aporia / Epiphany
In Duck, t he majorit y of t he game's
aporia/ epiphany loops come t owards
t he end of t he game as t he player
searches for t he final hat s/ endings/
achievement s in order t o achieve a
complet e playt hrough of t he game.
Here t he zoomed out map becomes of
st rat egic use as t he player t ries t o spot
unexplored pat hways or find new rout es
t o unlock.

Aporia / Epiphany
In contras t, Icarus spreads t he player's
experience of aporia/ epiphany more
evenly t hroughout t he game.
The player is present ed regular gat es t o
progress t hat most be overcome
t hrough furt her explorat ion and
applicat ion of found it ems.
Each epiphany is accompanied wit h t he
reward of new areas of space t o explore
and new puzzles t o solve.
In t his way Icarus delivers a much bet t er
paced gaming experience t han Duck.

Games Comics: What Next ?


S o far Ive been focus s ed towards
games of progres s ion that rely on
exploration as part of their gameplay.
Next I hope to develop a puzzle game
that keeps aporia/ epiphany at its heart
but jettis ons the explorative as pects of
play.
T his will allow me to broaden my
inves tigate to cons ider how more rulebas ed games of emergence can be
s ucces s fully hybridis ed with the comics
form.

Games Comics: Game Over


Ins ert Ques tions T o Continue
A Duck Has An Advent ure
http:/ / e-merl.com/ s tuff/ duckadv.html

Icarus Needs
http:/ / e-merl.com/ s tuff/ icarus .html

d.m.1.goodbrey@herts .ac.uk
www.e-merl.com

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