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Solving videogames puzzles is making a journey: Half-Life 2, Grim Fandango, and Heavy Rain

What is it about?

Videogames are not stories, but they have something in common with stories, particularly stories about journeys (such as: road movies): both the player's avatar and the story's hero or heroine involve physical movement and quests. Indeed, in both cases, new developments depend on the underlying metaphor PURPOSIVE ACTIVITY IS MOVEMENT TOWARD A DESTINATION, in which events and actions in the journey domain are projected upon the goal-achieving & problem-solving domain. The stories, however, allow for much richer metaphorical mappings than the videogames.

Why is it important?

There has been a long debate about the question whether it makes sense to consider videogaming as a sort of story-telling. This seems to be an unsatisfactory approach. However,the misunderstanding is explicable: certain videogames and journey stories have in common that they conceive of solving problems in terms of making a journey. If our explanations make sense, they can contribute both to the classification and theorization of videogames and to the expansion of conceptual metaphor theory into the realm of videogames.

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The following have contributed to this page:
Roelf Kromhout and Charles Forceville
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