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PLAY ALONG: VIDEO GAME MUSIC AS METAPHOR ... - CiteSeerX

PLAY ALONG: VIDEO GAME MUSIC AS METAPHOR ... - CiteSeerX

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that structural or formalist approaches like Aarseth’s are insufficient if they ignore the<br />

cognitive operations of piecing the text together—(i.e., beyond the “nontrivial”<br />

interaction demanded by the technology (Aarseth Cybertext 1)). The video game’s<br />

26<br />

reliance on input from the user makes it a text whose syntagma must be, in part, “outside”<br />

the game itself.<br />

The difference in the temporal disposition of each medium—film and games—<br />

clarifies, in a sense, the boundary erected by interaction and provides yet another way of<br />

analyzing the immersion vs. engagement continuum. Most importantly, the syntagmatic<br />

function of film music is necessarily distinct from metonymic functions of video game<br />

music, but broader metaphoric functions still apply the same way as in film to the extent<br />

offered by the relationships between the player and the player-character. The difference<br />

is that, the emotional relationship of player to character is not as important as the<br />

relationship of the player to the game by way of the character. The cartoon provides a<br />

stronger candidate as a prior media form to compare video games to because cartoons<br />

also must generate in the audience a relationship with the environment of the cartoons.<br />

Cartoon audiences must suspend a significant amount of disbelief about the emulated<br />

reality of both the cartoon and the game world to perceive the character’s actions within<br />

that world as coherent.<br />

Early cartoon music also provides a better comparison to video games because, as<br />

Ward’s writing suggests, there is a stronger tie between games and cartoons than has<br />

been recognized. Cartoons rely on music to reinforce the impact of their visuals, so the<br />

relationship of the viewer to the character operates under the redundant mode identified<br />

in film theory (in the “death scene” example, the music restates the narrative action), but

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