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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INSIGHT

Cybertext and Ergodic Literature Defined

  • Cybertext is defined as a mechanical text influenced by the reader's selections, not limited to digital mediums.
  • Ergodic literature requires non-trivial effort from the reader to traverse, emphasizing choice and path dependency.
INSIGHT

Ergodicity vs Euphoria in Narratives

  • Ergodicity involves making irreversible choices that close off alternate narrative paths.
  • This contrasts with euphoria, an abundance of meaning, highlighting the complex interaction between reader decisions and narrative.
INSIGHT

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.
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