
Game Studies Study Buddies 16 – Aarseth – Cybertext
Oct 1, 2019
The hosts dive into Espen Aarseth’s influential work, Cybertext, exploring its impact on game studies and narrative theory. They discuss ergodic literature, questioning traditional interpretations of reader interaction. The conversation reveals the dynamic nature of interactive fiction, contrasting linear and non-linear narratives. Adventure games are examined for their unique storytelling and player engagement, addressing complex ethical considerations. They also touch on the relationship between technology, democracy, and the politics of game design, rounding off with an intriguing announcement for their next reading.
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Literal vs Metaphorical Text Labyrinths
- Aarseth sharply distinguishes cybertexts from traditional literary theory's metaphorical notions of texts as 'mazes.'
- He insists on literal mechanical interactivity that restructures the text itself, unlike linear reading paths.
Media Matters Beyond Meaning
- Aarseth separates 'textology' (meaning studies) from 'textonomy' (media studies), emphasizing media’s influence on textual experience.
- This challenges traditional literary criticism’s focus solely on meaning, broadening analysis to include media effects.
Critique of Interactive Fiction Term
- Aarseth dismisses "interactive fiction" as too ideological and insufficiently specific, favoring a more empirical approach.
- He critiques literary theorists’ adoption of the term without appreciating the complexities of genuine interactivity in games.
