An analysis of 11 drunk guys immersed in Slender
http://www.youtube.com/watch?v=aXwkfSmYkf4
In this blog entry, I argue that there is another kind of videogame immersion
unconsidered by Laurie Taylor. A person experiences diegetic immersion when
they fade into a text and become unaware of the relation and creation of its
elements. Though the 11 drunk players are most definitely scared of the game,
their experience of it as a group ensures they don’t forget their independent
existence from it. They actually continuously discuss the relation and creation
of textual elements as they play asking who made the game and complaining about
the “shitty” frame rate and quality of the lap top (which results in some
lagging). They are never lost in the text because they talk about it as a game
yet they are interestingly still scared out of their minds. Laurie Taylor’s ‘situated
immersion’ only partly explains their fear. In this kind of immersion the
videogame space becomes experiential space and the player acts within the game
as oppose to upon it. This results in them responding unconsciously and
instinctively. Yet for this to occur, ‘conventions of video game space and the
interface must become naturalised.’ The drunk gamers are never playing within
the game space. They ask others to play complaining it’s too hard. When Slender
approaches, instead of responding instinctively within the game space and
turning and running, a player slams the laptop closed. The controls are not
naturalised. One viewer repeatedly yells at the player to hold ‘shift’ to
sprint but he continues to walk at a vulnerable pace because he is holding
caps-lock. There is structural incoherence as players cannot escape the woods
due to a climbable chain link fence standing in their way.’ I was admittedly
completely freaked out playing Slender.
I talked to my mates about it and was puzzled to find out they found it lame. I
regularly watch horrors and I like to consider myself not easily scared. The
reason for different reports on the game is become of different worlds of
concern. Taylor
argues that for a player to have a context within the overall game space, there
must be a narrative context (thought this requirement is very low). For Slender, to be scary the player must
have background knowledge of this meme-generated monster who appears in the
backgrounds of photos, has tentacles, no face and kills children (depending on
what source you read). There is no concrete knowledge on Slender because he was
created and added to by countless bloggers. This ambiguity was taken advantage
of in the video game. Gordon Calleja distinguishes between designed and
personal narrative. Designed narrative is the game world’s history and
background that the creator presents us with and personal narrative is the
players interpretation of the game playing experience. There is deliberately no
designed narrative in Slender. You
are in the woods with a torch at night and have to collect scary letters while
being hunted and none of this is explained what so ever. The creator’s idea is
that you’ll bring in background knowledge. Like all good horrors, the creator
knew that it is what you don’t see/know, that which is left to the imagination
which has the potential to really scare you. Taylor argues that games played in the third
person lead to ‘an experience more complex and closer to the corresponding
encounter with the extra gaming world than first person.’ The restricted nature
of first person is exploited in a genius way. He can sneak right up behind you,
when you turn around he could be right there. Gordon Calleja’s ‘spatial
involvement’ defines the player’s ability to locate oneself within a wider game
area than is visible on the screen. If you know exactly where everything is on
the map you will feel a sense of habitation and belonging. So in Slender, the map is purposely hard to
navigate. The trees all look the same; it’s dark, misty and easy to get lost.
Hypermediacy is avoided, you don’t have a health bar, inventory, map, or even
battery life limit for your torch. The 11 drunk guys playing Slender were not
immersed in a diegetic or situated way as defined by Taylor because of the outside discussion.
What immersed and freaked them out was the affect of dread, the not-knowing/seeing
of horror films creatively applied to a video game.
Lloyd Thomason (2691650)
Word Count: 717I realised John Kwon had already written on Slender after I posted. he had some really interesting
points which make me want to alter my conclusion. The main thing about immersion is that it always ultimately depends on the player and their context. For this reason, I believe Laurie Taylor's distinctions are obviously useful but not the only ways a player can become immersed in a text as I feel I have demonstrated here.
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