Cyborgs & Invisible Bodies
In David Owen’s “Cyber Narrative and the Gaming Cyborg”, the agency of the player becomes further complicated as he argues that they are metaphorical cyborgs. In Owen’s theory, the virtual self (avatar) is not simply a replica of the physical self/personality, nor is it an ideal construction of who we wish to be, as the game/narrative is both created and mediated by our external agency. In this, we construct a relationship with technology and become a part of, yet removed, from technology.
In a sense, my avatar becomes a part of my identity and my presence effects those who interact with me in the game. This sounds far more confusing than it is. Essentially I am furthering Ian Bogost argument that “player agency in games of all kinds’ leads to unique interpretations of play experiences” and these experiences are both individualistic and communal.
In a sense, my avatar becomes a part of my identity and my presence effects those who interact with me in the game. This sounds far more confusing than it is. Essentially I am furthering Ian Bogost argument that “player agency in games of all kinds’ leads to unique interpretations of play experiences” and these experiences are both individualistic and communal.
System Reboot:
|
To give a brief example of the process above , when I was playing Fallout 4, at one point the narrative tasks me with making a decision as to massacre a set of drones that have artificial intelligence or save this group by rebelling against my own child, which will lead to his death. I am both removed, yet a part of this world as the decisions my avatar makes are based upon my “real” selves own feelings and beliefs. One could argue that my decision is partially made based upon my emotional connection to a virtual character. In this sense, my avatar’s agency and my own become compromised as they overlap.
|
Short video to showcase how choice works in RPGs.
|