The Rhetoric of Video Games

If I analyze my own game through the lens of procedural rhetoric, I guess it’s portraying a world/ story in which none of your choices can affect the outcome of heartbreak and disillusionment for Aster, and for the sake of my sanity as a writer I don’t plan on expanding the space of possibility in that way. If I use my own game to interrogate my ideologies, I will find that the “moral” which drives the events of this story is that others cannot save you from self loathing, and “love” can be a bandaid that stops your own growth — that is the worldview that drives the plot, whether I manage to get to all my plot points or not.  To be totally honest I will not be consciously thinking about my rhetoric while making my visual novel because it’s not part of my goal to educate. To me, the space of possibility in my game is more of a theatre, as they describe it in Videogame Zinesters. The space describes how I think Aster’s emotions work.

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