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Intertextuality in Dystopian Video Games

The document discusses intertextuality in the visual design of contemporary dystopian video games. It analyzes how games like Bioshock, Fallout, Team Fortress, and Limbo employ retrofuturistic aesthetics inspired by other works to establish cohesive yet contradictory dystopian worlds. The use of intertextuality puts the player in contact with styles from the past within the specific cultural context of each game's dystopian setting.

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0% found this document useful (0 votes)
20 views46 pages

Intertextuality in Dystopian Video Games

The document discusses intertextuality in the visual design of contemporary dystopian video games. It analyzes how games like Bioshock, Fallout, Team Fortress, and Limbo employ retrofuturistic aesthetics inspired by other works to establish cohesive yet contradictory dystopian worlds. The use of intertextuality puts the player in contact with styles from the past within the specific cultural context of each game's dystopian setting.

Uploaded by

Md Intaj Ali
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Future Past:

Intertextuality in Contemporary Dystopian Video Games

By Matthew Warren
CUNY Baccalaureate for Unique and Interdisciplinary Studies

Submitted to:
Timothy Portlock, Advisor
Hunter College

Lee Quinby, Director


Macaulay Honors College Thesis Colloquium

9 May 2012
Contents

I. Introduction: Designing Digital Spaces

II. Theoretical Framework

a. Intertextuality in the visual design of video games and other media

b. Examining the established visual iconography of dystopian setting

II. Textual Evidence

a. Retrofuturism and the Decay of Civilization in Bioshock and Fallout

b. Innocence, Iteration, and Nostalgia in Team Fortress and Limbo

III. Conclusion

2
Games help those in a polarized world take a position and play out the consequences.

The Twelve Propositions from a Critical Play Perspective

Mary Flanagan, 2009

3
Designing Digital Spaces

In everyday life, physical space serves a primary role in orientation it is a container

or framework where things exist (Mark 1991) and as a concept, it can be viewed through the

lense of a multitude of disciplines that often overlap, including physics, architecture, geography,

and theatre. We see the function of space in visual media in film, where the concept of

physical setting can be highly choreographed and largely an unchanging variable that comprises

a final static shot, and in video games, where space can be implemented in a far more complex,

less linear manner that underlines participation and system-level response. The artistry behind

the fields of production design and visual design, in film and in video games respectively, are

exemplified in works that engage the viewer or player in a profound or novel manner.

In video games, a multitude of factors that enhance player experience have been analyzed

in depth by various sources, and the discussion of space in the medium is not entirely

unexplored. Michael Nitsche, author of Video Game Spaces: Image, Play, and Structure in 3D

Game Worlds, condenses the definition of space in video games by labeling it as a supporting

factor to bind the player into the game universe and to situate actions, objects, and other players

(2008) that also compels a study of games that links their design and analysis.

Since the transition to 3D virtual environments, beginning with Battlezone (Atari) in

1980 and later 3D Monster Maze (Evans) in 1982, the implications of space in video games have

undergone vast transformations. Though many contemporary video games do not implement

three dimensions as a key conceit of their level design, the proliferation of 3D environments in

games parallels an exponential advancement of processing power in technology available to

4
consumers in video game consoles like Microsofts XBOX 360, Sonys Playstation 3, and

personal computers. Space functions in video games in a multitude of manners, many of which

have been examined at length, but for the purposes of this analysis, I focus on several

contemporary games that feature dystopian environments and also implement the oft-cited

concept of intertextuality in their treatment of visual design. More specifically, I examine the

visual design of video games that feature a dystopian setting, and use intertextuality to depict

distinct, cohesive game worlds. Through the practice of drawing inspiration across mediums and

recontextualizing existing aesthetics in hostile, alien, and oppressive environments, designers

employ intertextuality within the spatial context of the 3D game environment and juxtapose the

perceived nostalgia of historical visual references with the intrinsic oppression of a dystopian

game world. This analysis rejects the notion that the postmodern practice of intertextuality is an

intrinsically negative one that dilutes our past rather, in the games that are mentioned

intertextuality does the opposite. It puts the player in contact with the aesthetic trappings of the

past, and in turn, creates an ongoing visual lexicon within a specific, nuanced cultural

chronology of the dystopian aesthetic.

The video games included in this analysis all employ intertextuality and all derive

success in presenting engaging, fluid, and detailed dystopian worlds that are familiar,

contradictory, and alien all at once. In each instance, current and past critical evaluations of

intertextuality can be employed with varying degrees of success, and sometimes not at all. In

contemporary visual media, the tendency to imbue dystopian settings with anachronistic

aesthetic references is common and now that video games are arguably the definitive medium

of dystopian fiction the practice of intertextuality within game worlds can help to define the

5
duality, tone, and nuance in the treatment of dystopian setting. Video games are texts in their

own right, and their prominence in contemporary culture has been discussed at length. But the

notion of borrowing or alluding to sources in video games is a topic that has not been explored

as thoroughly as it has in other medium.

The myriad representations of dystopian settings in visual art which is defined for the

purposes of this analysis as painting, drawing, photography, film, television, graphic novels,

(also textual) and video games are accompanied by an established visual iconography that

spans across mediums. These reoccurring visual tropes help us to understand the implications of

fictional dystopian societies. Films like Blade Runner (Scott 1982), Brazil (Gilliam 1985),

Pleasantville (Ross 1998), and Dark City (Proyas 1998) expound on this trait and have become

consistently referenced as successful applications of retrofitting a historical visual style to suit

the aesthetics of a dystopian world. Various narrative frameworks will be examined using current

methods employed in critical media studies, game studies, film studies, literature, narratology,

ludology, architecture, production design, and history.

The effect of visual style on the quality of a game is a hotly contested topic, and one that

is not easily resolved in the current climate of games that feature rudimentary graphics but

harbor massive fanbases, like Minecraft (Persson, Bergensten 2006) and Dwarf Fortress (Adams

2006), or alternatively, financially successful franchise iterations that use their graphics engines

as selling points alongside weak or rehashed gameplay, like Call of Duty 4: Modern Warfare

(Infinity Ward 2007) and Gears of War 3 (Blezinski 2011). The analysis of this particular

treatment of visual design will attempt to resolve the efficacy of visual intertextuality within

6
dystopian game worlds. Note that much of the discourse will jettison quantitative analysis of

gameplay over a thorough discussion of the aesthetic qualities of the video games at hand.

7
Theoretical Framework

The origins of video games as a medium begin with Tennis for Two, a game that was

developed in 1958 by physicist William Higinbotham at Brookhaven National Laboratory in

Upton, New York. Tennis for Two was the first video game to use a graphical display, a screen

that displays information visually according to player input. Now, video games are omnipresent

and subject to theoretical analysis that rivals discourse on traditional media. The chronology of

video games is short, in terms of the mediums current cultural prominence, and the medium

spans a vast range of functionally divergent forms, from the aforementioned crude ping-pong

simulation to the multimillion-dollar productions that are released for major consoles today. The

evolution of video games is one that has been recounted endlessly, and the nature of critical

discourse on the form has paralleled the evolution of the medium itself. Now, video games are

included in serious discourse about media and it can be useful to use terms that traditionally have

been applied to other forms of media like literature and film.

Despite similarities between film, video games, and other visual media, they are

functionally divergent. According to Janet Murray in her seminal work, Hamlet on the Holodeck:

The Future of Narrative in Cyberspace, which discusses interactive media as a narrative form,

analysis of game worlds hinges on moving past the notion of video games as a subclass of

multimedia and towards an understanding of digital spaces as environments that are

procedural, participatory, spatial, and encyclopedic (1997). Video game environments are

procedural because they have the ability to execute a series of rules decided on by game

designers. The fact that the procedural environments induce rule-generated behavior in a player

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makes them participatory, a trait that contributes to the interactive nature of video games. As

Murray notes, the primary representational property of the computer is the codified rendering of

responsive behaviors, and interactivity is born from the marriage of digital spaces that are

participatory and procedural. The spatiality of digital environments hinges on their function as

representations of navigable space. Murray notes that books and film also portray space, but

only digital environments can present space that we can move through (1997). The

encyclopedic nature of digital spaces is evident in the mediums ability to contain vast amounts

of information the average book contains approximately 100,000 words, or about one

megabyte of space, and the capacity of digital storage continues to grow exponentially as costs

decrease, allowing for the artists potential to offer a wealth of detail to represent the world with

both scope and particularity (Murray 1997).

Though games possess qualities that set them apart, they are not exempt from much of

the theoretical analysis that surrounds other media. Two terms that have been explored at length

in various forms of media primarily literature and film are intertextuality and pastiche. The

term intertextuality has been used since the early twentieth century, and pinpointing a widely

accepted definition is difficult. It has been used confidently by many critics and theorists

primarily in literature but no consensus has been reached on an exact definition or the

implications of the word from a critical perspective. In simplest terms, intertextuality refers to

the idea that a work is not the product of one author or creator, but is related to other texts, or

works. We see this concept every day, and in all forms of media, from literature in the classic

example of Romeo and Juliet (Shakespeare 1597) and West Side Story (Laurents 1957), to visual

art like the two works A Pair of Shoes by Van Gogh (1886) and Diamond Dust Shoes (1980)

9
by Warhol. The nature of intertextuality often hinges on the way the practice is applied between

mediums, and it is not often easy to delineate existing characteristics of a work from novel ones.

Ultimately, intertextuality depends on the figure of the web, the weave, the garment woven

from the threads of the already written and the already read (Allen 2011). The term pastiche

has been used widely, largely with negative connotations of plagiarism and unoriginality. We see

the concept frequently in popular media, like The Matrix (Wachowski, Wachowski 2001), which

is cited as an example of pastiche because of the vast range of disparate sources that inform the

film, from William Gibsons seminal cyberpunk novel Neuromancer (1985) to the neo-noir

dystopian sci-fi film Dark City (Proyas 1999) and the Japanese anime Ghost in the Shell (Oshii

1995). Works that are heavily intertextual like The Matrix are often subject to criticism that they

are unoriginal or simply recycling tropes but this accusation hinges on the already unstable

connotations of what can be deemed original and what cant. It is not useful to apply value to

originality or to condemn intertextuality solely based on its iterative qualities.

Left: Van Goghs A Pair of Shoes (1886), Right: Warhols Diamond Dust Shoes (1980). This
juxtaposition of two paintings is a touchstone in discoures on intertextuality. The texts exist in
relation to one another, particularly in their treatment of aesthetic.

10
The notion of intertextuality in contemporary media is far from a new one, and pastiche

a term first described by the art Theorist Roger de Piles (Hoesterey 2001) in 1677 has

developed an unattributed definition of neither original nor copy (Hoesterey 2001), harboring

both negative, positive, and middling connotations. The term was applied to literature in the

theoretician Jean-Franois Marmontels lments de littrature, where he described the practice

as an affected imitation of the manner and style of a writer (Marmontel 1787; translation

Hoesterey 2001). Marmontel noted that pastiche was not a complementary term but rather a

derogatory one. Imitation in itself was not negative, but the added concept of affectation to a

creative work was one to be denounced, according to Marmontels writing, and by extension,

classical poets were also undermined. Now, the term is hardly seen as wholly negative and

pinpointing its acute definition within the context of art criticism and its impact as a label is

difficult and unnecessary for the terms of this argument. Simply put, and for the sake of this

argument, pastiche is the result of referencing existing works out of their original context. For

the sake of this analysis, the term pastiche will be enveloped by the more applicable variation of

the concept intertextuality but will not be jettisoned entirely.

Intertextuality, and by extension, pastiche, are not always met with positive or even

indifferent reactions in critical analysis. According to prominent literary critic Fredric Jameson,

pastiche is the imitation of a peculiar or unique, idiosyncratic style, the wearing of a linguistic

mask, a speech in a dead language (1990). Frederic Jameson's analysis of pastiche, part of

which is included in this quote, is neither definitive nor universal though his observations

parallel the negative connotations of pastiche as it applies to art. Jamesons analysis preceded

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much of the recent theoretical discourse on video games, though his framework applies to nearly

all mediums and his evaluation of the use of pastiche is far from gentle. According to Jameson,

pastiche leads to a loss of connection with the past due to the incessant reuse and allusion to

history. Then, the past can only be understood as a repository of genres, styles, and codes ready

for commodification (Felluga 2011). Jamesons assessment concludes that pastiche, and by

extension, intertextuality, is intrinsically negative because the practice leads to cultural

homogeneity and effaces the value of history by presenting the past in easily digestible and

superficial ways, which complements our consumptive capitalist state. Video games are not

exempt from financial motivations, but Jamesons assessment of intertextuality as harmful

discredits the fact that our visual language is ever changing and far from static. There are clearly

trends in the presentational styles of media that can be traced across broad cultural movements,

and though within these movements there appears to be levels of homogeneity, on the grand

scale art is constantly evolving and forever recycling and reinventing texts.

The visual characteristics of literature, film, and 2D visual art have been examined at

length by countless academics and critics alike. Production design, which was eloquently

described by C.S. Tashiro in his book Pretty Pictures: Production Design and the History of

Film as "a thorough knowledge of a films setting, from the basics of architectural style to the

shape of a cufflink," plays a pivotal role in the overall look of a film, and depending on the

individual responsible, a shot can be composed to a high degree or constructed with messy

candor. The idea of tableaus, or stage pictures reverberates throughout visual media from 2D

art to films and video games in the principles of composition, color, focus, and lighting. Digital

12
space provides ample opportunity to create tableaus that are not unlike those seen on the stage, in

photography, or in film. The unique ability to create these tableaus with a level of scope and

particularity (Murray 1997) that is unprecedented in other non-digital spaces, like a tangible

stage or film studio, implicates the treatment of aesthetics in video games in a novel light.

Nitsche writes in Video Game Spaces that the different methods of presenting space in a

video game create a narrative filter through which player interaction is framed into specific

contexts and the choice to allude to multiple sources is a conscious one (2008). In this paper, I

will examine multiple dystopian video games that use intertextuality in varying degrees and I

will group them based on similarities in their treatment of visual design. In order to clarify

intertextuality in action within a specific game, the first section examines two game dystopias

that harken to the past in their aesthetic the first-person role playing games Bioshock (2K

Games 2007) and Fallout (Interplay Entertainment 1997). The second section will explore two

game dystopias that are heavily stylized and are inspired by the works of past artists the online

first person shooter series Team Fortress (Valve Corporation 1997-2007) and the side scrolling

platformer Limbo (Playdead 2010). These games are linked by their use of intertextuality, though

they span a range of themes, play styles, and tones. The motif of historical allusion as an

intertextual trait is present in all of these works and this characteristic will be traced to address

and largely reject Jamesons intrinsically negative view of intertextual works in the postmodern

age.

13
The Visual Lexicon of Dystopias

Modern dystopian fiction is far from scarce in the age where technology is ubiquitous

and the genre has been explored in contemporary video games as diverse as S.T.A.L.K.E.R.:

Shadow of Chernobyl (GSC Game World 2007), which takes place in Pripyats Zone of

Exclusion after the titular nuclear accident, and Mirrors Edge (DICE 2008), which positions the

player as a renegade foot messenger who skirts the sanitized oppression of the games de facto

political entity. Popular dystopian fiction has its roots in the early 20th century, and Jack

Londons The Iron Heel (1908) was called the earliest of the modern Dystopian (Fromm 1977)

and went on to inspire 1984. Dystopian fiction is set in a bad place (Sargent 2010), and for the

purposes of this analysis, will be defined using selected classifications by Erika Gottlieb. Firstly,

dystopian fiction features a protagonist whose trial is emblematic of injustice (Gottlieb 2001),

and contains dualities of law and lawlessness, propaganda and truth, advanced technology and

regression to barbarism that is ultimately exposed and expounds on the oppressive setting of the

work (Gottlieb 2001). Like parallels in narrative, there are undoubtedly undercurrents and motifs

in visual iconography that reappear often in dystopian fiction. There is no limit to the number of

sources that can be drawn upon for visual inspiration, and though some elements reappear

between works and even mediums, it would be disingenuous to imply that there is consensus as

to precisely what imagery constitutes the visual lexicon of dystopian fiction, and there is no need

for agreement. In lieu of exploring the vast breadth of imagery that accompanies dystopian

settings in film and video games, it is necessary to hone in on certain visual elements that

reappear between dystopian works, despite thematic differences.

14
The visual language of dystopian fiction is informed by a vast range of sources. From the

sweeping, dramatic landscapes of Revelation to the abject oppression featured in the cities of

Brave New World and 1984, it is possible to delineate certain motifs that exist between works.

These similarities are not always intentional, though when they are, they implement

intertextuality.

The visual language of contemporary dystopian science fiction is an intertextual blend of

aesthetic allusions and cannot be reduced to one description or applied to one set of practices to

form a definition that satisfies the concepts multiplicity of instances. The range of these

depictions is evidenced in the varied production designs of films like Blade Runner (Scott 1982),

which features a neo-noir aesthetic derived from Edward Hoppers Nighthawks (Sammon 1996),

Hong Kong on a very bad day, (Wheale 1995) the narrow, cramped architectural styles of

Milan (LoBrutto 1992), and numerous other disparate references that have been articulated by

those involved with the film as architectural styles, color palettes, literary allusions, and political

ideologies, among other things. The costumes, designed by Charles Knode and Michael Kaplan,

were designed to be believably futuristic but with a nostalgic touch of the forties (Mead

1982). Blade Runner has been discussed in depth by many as a film that all at once expounded

on visual allusion while also becoming recognized for individuality and inventiveness qualities

that are not often compatible in the face of criticism over time.

15
Director Ridley Scott has said that he was constantly waving a reproduction of [Nighthawks]
under the noses of the production team to illustrate the look and mood I was after" for the
production of Blade Runner (Sammon 1996).

Blade Runner is a work that has been written about extensively but the fact that the film

contains such an incongruent but inventive visual style using intertextuality allows its analysis to

be approached from many angles and lends the film well to continuing passionate discourse. As a

text, Blade Runners intertextual qualities go hand in hand with multifaceted discussions on the

films design. The films dystopian setting is informed by a multitude of sources that underline

the related pertinence of key images that can be seen across mediums in other dystopian fiction.

A massive, imposing tower that looms over the peons within a society is an oft-quoted

visual icon that spans between dystopian texts in literature (the Bibles Tower of Babel), film

(Children of Men), and video games (Final Fantasy VII, Half-Life 2). The idea of a man-made

16
structure that serves as a static focal point within a changing environment helps to ground

settings within their dystopian trappings. Aside from the obvious implications of a structure that

is ever present, unchanging, and typically representative of antagonistic and oppressive qualities,

the central tower helps to separate us from them, or the audiences sensibilities versus the

dualistic nature of those who enforce a settings dystopian traits.

Top: Half Life 2s imposing Citadel visually quotes other dystopian texts that contain a central,
looming physical structure to underline the oppression of society. This still from Children of
Men shows Londons Battersea Power Station serving as a central government structure in a
world where women are barren and governments are increasingly oppressive.

17
This distinction between individuals is made even more explicit by the use of identifiers

like the physical appearance of characters and their style of dress, another functional way in

which the trappings of a dystopia are represented. Uniforms, physical deformities, and physical

beauty, among other superficial qualities are consistently used between mediums from the all-

black leather and latex getups favored by the hackers in The Matrix to the ragged, utilitarian garb

worn by the survivors in the video game Left 4 Dead, the garments present in a work can express

unique information about the world at hand while also utilizing references from previous works.

It is well known that The Matrix alludes heavily to William Gibsons Neuromancer, and not just

only choice of costuming. The recurring Gibson character Molly Millions a cyber prostitute

and martial artist is known for her black leather dominatrix getup, as is The Matrix trilogys

Trinity. The zombie apocalypse game Left 4 Dead also implements multiple stylistic elements

that recall B-grade horror flicks from the 1970s and 80s, and recreates filmic effects like grain

and darkening of images near the edge of the frame. These visual motifs are prime examples of

intertextual practices within dystopian fiction.

The imposing tower image is one that is deeply rooted in the pertinence of extremes in

dystopian fiction both in society and the aesthetics of the setting. Often, the divide between the

downtrodden and their rulers is manifested in environmental characteristics like the contrast

between nature and civilization in Lord of the Flies (Golding 1954), the novel (Nolan 1976) and

subsequent film (Anderson 1976) of Logans Run, and games in the Portal series (Valve

Corporation 2004-12), among others. In these works, the structure (both literally and

figuratively) of society is at odds with the chaos of nature, and this is often contrasted in stark

differences in setting from one extreme to another.

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These narrative motifs underline the shared mythology of the (largely) Western view of

dystopias and these characteristics have been quoted in countless works. Dystopian settings

abound in popular culture and fictional narratives and a distinct number of works within this

genre use visual stylings that are reminiscent of the past. Blade Runners neo-noir visual style,

with a distinctly 80s-future flare, is hardly the first film to embrace the visual iconography of the

past other films that have approached their overall aesthetic in an intertextual blend of historic

references are Terry Gilliams Brazil (1985), Kerry Conrans Sky Captain and the World of

Tomorrow (2004), Pleasantville, and Jean-Pierre Jeunets City of Lost Children (1995).

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Retrofuturism and the Decay of Civilization in Bioshock and Fallout

The role-playing franchises of Bioshock and Fallout are often cited for their critical and

commercial success, and the latters 15 year presence as a best selling, multiplatform series

speaks to the widespread appeal of the game over time. Both games are set in very distinct

dystopias that are at odds with their respective visual styles and both Bioshocks adherence to

art deco and Fallouts visual motifs that recall the 1950s are indicative of their intertextual

qualities.

Like other big budget games released on major consoles, the budgets of the latest iterations

in both series most likely hover around, if not exceed the 30 million dollar mark. Though all

game designers are faced with constraints in both technology and finances, the impetus behind

adapting a retrofuturistic visual style for both Bioshock and Fallout wasnt born from limitations,

but rather a conscious process by both games design teams to implement intertextuality within

the game worlds. The implications of doing so will be discussed in the following section.

As you cautiously descend the lush red-carpeted staircase, you hear the first melancholy

notes of a violin version of Bobby Darins Beyond The Sea project throughout the lobby. Cast

metal sunbursts and stylized ornamentation of aquatic life plate the interior walls of the room,

and the defined geometry of the staircase and the details of fixtures call to mind an amalgam of

past architectural styles namely, art deco, with smatterings of that movements predecessor, art

nouveau, apparent in the intricate embellishments in the metalwork.

20
In the middle of the room, nested between the two descending arms of the grand

staircase, you notice a large metal plated spherical pod that is outfitted with numerous pipes,

valves, and apparatuses. Its function as a submersible, particularly a bathysphere, isnt readily

apparent. The pods glass door is ajar, and you enter and inspect a lever in the center. When

pulled, the door seals and the bathysphere descends underwater rapidly. Having no control, you

look out and see a massive steel statue of an idealized, symmetrically angular male figure,

reaching upwards towards the surface of the water. Schools of fish swim by, their scales catching

the last rays of light that penetrate the increasing depth of the water in a fickle shimmer. The

vessel comes to a halt, and a film projector displays a series of artfully hand-drawn slides onto a

screen in front of you. A slide appears showing an image of a healthy, affluent looking man with

a pipe, sitting in an armchair.

I am Andrew Ryan, and I am here to ask you a question. Is a man not entitled to the

sweat of his brow? says a charismatic disembodied voice, assumed to be that of the Ryan in the

picture. No, says the man in Washington it belongs to the poor. No, says the man in the

Vatican it belongs to god. No, says the man in Moscow it belongs to everyone. I rejected

those answers. Instead, I chose something different. I chose the impossible. I chose Rapture.

The projector screen rolls up and reveals your surroundings outside of the bathysphere

a glimmering, submerged metropolis tinged with the vibrant, bleeding hues of neon

advertisements and the imposing, vague silhouettes of gargantuan skyscrapers lies before you. A

giant squid propels past above you as you drift through the pointed spires of Gotham-esque

21
buildings, witnessing a world that recalls the unnamed city in Fritz Langs Metropolis (1927) if it

had been in color and entirely submerged in the middle of the Atlantic.

As the vista of the cityscape passes beneath you, Ryans disembodied narration continues

to expound on his vision of the city before you . . . Rapture the city where the artist would

not fear the censor, where the scientist would not be burdened by petty morality; where great

would not be constrained by the small. And with the sweat of your brow, Rapture can become

your city as well.

The opening moments of Bioshock take place in 1960 in a remote area of the Atlantic

ocean, where the fictional underwater city of Rapture was built by millionaire Andrew Ryan in

an effort to create a utopia amidst the despair, confusion, and anxiety that was indicative of the

international climate post-World War II. The individualist ideologies that pervade the creation of

Rapture underline the settings similarities to Galts Gulch, a locale in Ayn Rands Atlas

Shrugged, and the game often alludes to objectivist philosophy. Rapture, like Galts Gulch, is a

capitalist, currency driven society with a structure that prioritizes individual freedoms and

pursuits but the lack of social programs and the emphasis on privatization eventually alienated

the less fortunate and lead to Raptures dramatic decay. The introduction to Rapture sheds light

on the story to come but perhaps more precisely, it evokes a specific tone in its visual style that

serves as a motif throughout the remainder of the game.

Bioshocks creative director Ken Levine hasnt withheld the games disparate and

numerous influences, from the works of Rand, Aldous Huxley, and Orson Welles to the novel

and film adaptation of Logans Run and stem cell research (Perry 2006). These references tend to

22
feature instances of idealistic settings where the people are not ideal (Minkley 2007) which

situates the games dystopian setting. The art-deco influenced visual style supports the use of

intertextuality and also the conscious application of a nostalgic visual style all traits that

converge to exemplify the games qualities that reappear in other commercially available (on

either major consoles or PC/Mac platforms) video games that are examined in this analysis.

Bioshock occupies a niche in its visual design that can be described as retrofuturism, to

use a term coined by Lloyd Dunn in 1987 as the name of his fringe art magazine (Retrofuturism:

History 2012). According to the magazines website, the term can be defined as the act or

tendency of an artist to progress by moving backwards, a paradox that is pivotal in the

understanding of retrofuturism and how it manifests in aesthetics. Retrofuturism, as a

prescriptive rather than descriptive term, rejects the notion that originality is pertinent to the

success of a creation because the emphasis on originality prohibits useful expression.

Bioshock was received with a level of critical and commercial success that is exceptional

for most triple-A titles. In their book Digital Culture: Understanding New Media, authors Glen

Creeber and Royston Martin examine the game as a work of art, citing its release as a mark of

the mediums coming of age as an artistic form (2009). The Smithsonian American Art

Museum announced an exhibit scheduled for 2012 titled The Art of Video Games in an effort to

document the 40-year evolution of video games as an artistic medium with a focus on striking

visual effects and the creative use of new technologies. The exhibits curators turned to fans to

select the games that would be featured in the exhibit, and Bioshock was selected as the winner.

It is apparent that the game, whose team was led by Ken Levine (story, creative direction) and

Scott Sinclair (art direction), resonated with players and critics alike.

23
The intertextual qualities of the piece were acknowledged after the games release most

explicitly in a review by Kristan Reed for the website Eurogamer, where the author stated that

Bioshock isn't simply the sign of gaming realizing its true cinematic potential, but one where a

game straddles so many entertainment art forms so expertly that it's the best demonstration yet

how flexible this medium can be, (2007). Reed goes on to say that the game is no longer just

another shooter wrapped up in a pretty game engine, but a story that exists and unfolds inside the

most convincing and elaborate and artistic game world ever conceived.

Bioshock contains an amalgam of visual references, and the game spaces within the world are
rife with allusion to the past. Here, the level Atrium contains a consortium of advertisements for
the forgotten capitalist tendencies of Rapture.

24
The criticisms of the game mostly revolve around flaws in game mechanics, not aesthetic

choices but the distinct visual style of the game warrants a thorough analysis. Would Bioshock

have been as well-received or as impactful as a work of fiction if the development team

purposefully avoided visually quoting other sources? It seems that much of the games success

lies in its presentational style that is, the manner in which it presents a dynamic, believable

world that is all at once familiar, anachronistic, and foreign. The retrofuturistic visuals heighten

the duality of the games dystopian environment the architectural decay, imminent threat of

enemies, and eerie, lush ambiance all contrast with the glossy, capitalist patina of art deco and

early 20th century luxury.

The game Fallout in many ways preceded Bioshock as an open world role-playing game,

but the most obvious similarity in terms of aesthetic is the games retrofuturistic visual style. The

game is set in 2161, several decades after a devastating global war incited by a worldwide

petroleum shortage, and the chronology follows an alternate timeline that splits into fiction

around World War II. Instead of rapid advancements in computing, the world of Fallout revolves

around nuclear technology. The game, though set in a dystopian future, uses a cohesive and

consistent visual design that alludes to the popular culture of the 1940s and 1950s and the overall

aesthetic functions on the subsequent nostalgia associated with that era, particularly in

contemporary western culture.

The games retro aesthetic is apparent in allusions to numerous texts from the era from

popular drugstore novels and pulp fiction to television shows and Cold War propaganda. The

aesthetic is insinuated beyond the visual elements of the game, in digetec objects like computers

that use vacuum tubes instead of transistors; and energy weapons that operate on Flash Gordon-

25
esque technology. These in-game objects are art assets, which are pieces of digital media that are

implemented in the creation of a larger production and can include textures, 2D models (also

called sprites), 3D models, motion-captured or animated data, and audio/video. Art assets can be

equated with what Nitsche calls evocative narrative elements, which are elements "that are

implemented in the game world to assist in . . . comprehension . . . because they do not contain a

story themselves but trigger important parts of the narrative process in the player. These

elements, according to Nitsche, eventually add up and can assemble into what he deems "a form

of narrative" (2008). The emphasis on intertextuality extends into the games non-diegetic menu

and loading screens, which mimic the styling of 50s advertisements. One of the game's loading

screens is an Indian Head test card.

The settings in Bioshock and Fallout are punctuated by the chronic wear and dramatic

erosion in environments the majestic underwater and desert vistas are littered with detail and

period flair marred by the shortcomings of civilization. An early promotional image from the

game Fallout 3, which takes place in an expansive area that features Washington, D.C., northeast

Virginia and parts of Maryland, shows a disintegrating Capitol building as the centerpiece in a

landscape of destruction and despair. The computer generated destruction apparent in the image

was so potent that major news networks began to run a story reporting that it had been posted on

a radical jihadist website as a depiction of how Washington D.C. would look after a nuclear

attack (Reuters 2008). Images of the nations capital in abject destitution resonated with

gamers, reviewers, and academics alike and the tableaus in the game employ an intertextual

mix of the icons typically associated with dystopian fiction.

26
This promotional image for Fallout 3 was mistaken by major news agencies for a doctored photo
showing the potential effects of a nuclear attack on Washington D.C. Games in the Fallout series
imbue their dystopian settings with anachronistic visual qualities largely gleaned from the 1950s.

In a development diary that chronicles the making of Fallouts most recent sequel,

Fallout 3, concept artist Adam Adamowicz outlined the games intertextual qualities that were

apparent early on in the process:

"Visualizing all of the aspects of a make believe world is quite an

educational experience. On any given day I could be simultaneously learning

about multiple topics, from motorcycle engines to 50s fashion design. Its kind of

like writing and filming a National Geographic documentary film for an actual

sci-fi world. For this job, I think the more you read on a wide variety of subjects,

the better equipped you are to create depth and realism, especially for a fantasy

setting. The fantastic thats grounded in real world elements and then elaborated

and exaggerated upon, seem to work the best, and create a solid jumping off

27
point. This often creates fertile ground for generating additional story elements

that can influence costumes, machines, and even motives for the various

personalities inhabiting a made up world.

Myself and the rest of the team poured over the lore, related our

experiences playing the original, and researched everything 50s we felt enhanced

the drama, black comedy, and rich vintage sci fi that make this a truly unique

game . . . When the dust clears, I hope what you see is a mutated beast stamped

indelibly with its inimitable origins.

The level of commitment to a multiplicity of sources is apparent in both Bioshock and

Fallout, and each games reliance on retrofuturism and the depiction of a decaying society to

create a cohesive game world does not mesh with Jamesons evaluation of intertextuality. Both

works exist in a fictional chronology, but they do not jettison the value of history in lieu of

superficial visual stylings that are only meant to conjure nostalgia. These games do not deny

history in fact they illuminate the vitality of past texts in their depiction of an oppressive future.

These games are commercial products, but they are also products of a distinct place in history

and a sense of time and place that underlines the value of history.

28
Innocence, Iteration, and Nostalgia in Team Fortress and Limbo

The games Team Fortress and Limbo may seem entirely unrelated based on their genre

and premise the former is a boisterous cartoonish team-based online first person shooter, the

latter a quiet, disturbing single-player puzzle game. Though they do not share many traits in

terms of their mechanics, the two games both implement a heavily stylized visual design that

recalls eras of the past in both tone, setting, and aesthetic. Both game worlds do not exist in a

specific time, but their aesthetic trappings do infer specific historical connotations. At a cursory

glance, both games appear to have the visual stylings of childrens entertainment but contain

thematic material that is highly mature and even disturbing. The design process of both games

throughout their development is well documented and both are known for their adaptive visual

designs that recall exaggerated, impressionistic, and innocent visions of the past.

The distinction between games that adapt previous works via intertextuality and games

that rely on a more superficial or straightforward aesthetic is not always simple to distinguish. In

the case of the Team Fortress franchise, this distinction is readily apparent between the first

iteration in the series, Team Fortress, which was released as an online multiplayer mod based on

the popular first-person shooter Quake (id Software 1996). Team Fortress was designed and

written by Robin Walker, John Cook, and Ian Caughley, who were hired by Valve Software after

the success of the mod. The game was then updated and rereleased on Valves GoldSrc engine in

August 1999. A sequel, Team Fortress 2, was released in 2007. Though the franchising and

subsequent release schedule in the series is not exceptional, the aesthetic evolution of Team

29
Fortress is noteworthy from a design perspective. From the games first release to its current

iteration, gameplay mechanics have remained relatively intact, albeit updated to be in line with

current technical affordances. Aside from the vastly updated graphics, the franchise went through

a series of changes in visual design that ultimately benefit the games aesthetic qualities, and in

turn, help to reinforce the game world as a whole. The current iteration of the game, Team

Fortress 2, implements a visual style that uses intertextuality to enforce the exaggerated,

cartoonish gameplay and interaction between players.

Team Fortress began as a multiplayer Quake mod where players are divided into two

teams Red and Blue. Players define their role in combat choosing to play as one of nine

classes Medic, Sniper, Soldier, Pyro, Spy, Demoman, Heavy Weapons, Engineer, or Scout,

each possessing distinct abilities and weaknesses. The class system remains in all official

versions of the game, as does the team-based combat. After the first Team Fortress gained

traction among gamers, Team Fortress Classic was introduced, updating the game for an official

retail release under Valves support. Team Fortress 2 was announced in 1999 as a contemporary

war game that featured a commander with an aerial battlefield view who could control troop

movements on a large scale (Dawson 2000). The game was perceived to function more as a

combat-strategy game than a first-person shooter. When the sequel was delayed indefinitely with

spare explanation, it was assumed to be a dead project. In reality, the team was committed not

only to an overhaul in gameplay, but in the games visual design. Walker mentioned in an

interview after the release of Team Fortress 2 that the time in between the release of the original

and the sequel was spent building things that were known as (Team Fortress 2) internally, as

the public was not privy to the games progress. Walker stated that the development team

30
ultimately built three to four different games, noting that they didnt like many of them,

(Dawson 2000).

Preview screenshots for Team Fortress 2 exemplify the visual qualities that pervade first-person
shooters there is little deviation from typical constructions of a generic military aesthetic.
Accurately proportioned player characters are outfitted in camoflauge and environments support
the overall aesthetic with dusty, non-descript Middle Eastern towns.

31
Final player-character models for Team Fortress 2 exemplify the visual design of the game,
which references visual qualities of early 20th century commercial illustration by artists like Dean
Cornwell, J.C. Leyendecker, and Norman Rockwell (Mitchell 2008).

The decision to depart from the aesthetic conventions of other first-person shooters like

Counter Strike and Day of Defeat: Source was based in the effort to connect gameplay and

design in an effective manner. According to the developer commentary of Team Fortress 2, the

animated and exaggerated aesthetic of the game helped to divert realistic explanations of

gameplay. Instead of focusing on closing the disconnect between non-fictional combat scenarios

and the vastly divergent mechanics of an online first person shooter, the design team chose to use

a distinct, stylized aesthetic and cartoonish characters (Valve Corporation 2007). Character

models reference specific conventions of the commercial illustrator J. C. Leyendecker in

shading, in which shadows are cool, not black, and in color saturation, which increases at the

terminator with respect to a given light source. Folds in clothing are designed to mimic the effect

32
of a silhouette, and player-character silhouettes are given visual primacy with the

implementation of rim highlights instead of dark outlines. The voices selected for each of the

classes were based on imagining what people from the 1960s would expect the classes to have

sounded like, according to writer Chet Faliszek (Reeves 2010).

The primary reasons for shifting the visual design of the game were gameplay,

readability, and branding , and the redesign of environments was intended to aid in portraying a

compelling, immersive world (Mitchell 2008). Engineer and Project Lead for Team Fortress

Charlie Brown explains the purpose of the exaggerated environments that stray from reality:

With the real-world kind of base-on-base combat, which is what (Team Fortress) is,

doesnt make a whole lot of sense to have this real-world environment where theres a

hanger on this side of an airport runway, and a hanger on this side of an airport runway

but theyre opposing factions, and fighting across the runway. It didnt really make a

whole lot of sense so having fun with it and playing with the facades and doing that stuff

it made a lot more sense, (Berghammer 2007).

Game environments were also designed to aid in team identification, largely through the

desaturation of color. The design was meant to reference an impressionistic painterly look,

(Mitchell 2008) and implements a distinct dichotomy between the aesthetic of opposing teams

that is present in the silhouettes of structures, in each teams color palette, and in the contrast

between surface textures. The red team features warm colors, natural materials and angular

shapes, while blue bases use cool colors, industrial materials and orthogonal shapes (Hellard

33
2007).

The top image shows a level from the first Team Fortress in contrast, the second image
displays the updated visual style of the games sequel.

The visual redesign of the game hinges on the development teams commitment to

intertextuality and the use of the concept complements the latest iteration of the game in

contrast to the first release, which relied less on a cohesive visual style. The games final

34
mechanics after the first iteration were at odds with the visual style that sought out a level of

realism. Instead of rehauling gameplay, the game designers adapted the games visual style to

complement the game world. The development of the Team Fortress games is noteworthy

because it allows one to trace the visual style of a franchise through several iterations and the

game designers well-documented intentions behind that process help to illuminate why this

specific treatment of intertextuality within the game world was fully realized. The hyperviolent,

cartoonish, Rockwell-meets-Pixar aesthetic of Team Fortress 2 sets it apart from other online

shooters that strive for realism or rehash a generic sci fi setting, like games in Bungies Halo

series.

The designers behind Team Fortress have been vocal about their reasoning behind the

visual overhaul of the series, which seemed to evolve as the team saw that the game world they

had created lended itself to stylized environments. Like Team Fortress, the game Limbo was

developed with a specific visual design that employs intertextuality by using references from

history.

Limbo presents an intertextual array of allusion within the games 2D, side scrolling

world. Instead of a traditional fantasy/sci-fi setting, the games setting exists in a world with a

visual aesthetic reminiscent of silent films, film noir, and works by David Lynch and Tim

Burton. Its creators have noted that visuals were the foundation of the games design, and the art

style did not so much evolve with gameplay, but precede it entirely.

The player is a young boy who must navigate through precarious traps and beasts to find

his sister. The game was described in marketing materials as one where players learn through

35
trial and death due to the gruesome deaths that befall the boy when the player missteps on a

level. The relatively simplistic gameplay are a resolute contrast to the content and thematic

implications of the game, and the visual design of the game underlines the harshness and duality

of the world within Limbo. The game is presented primarily in inky black-and-white tones, using

a plethora of lighting techniques to emphasize shadows and lack of light. The grim tableau

presented before the player is flecked with film grain and is highly reminiscent of early horror

films like Nosferatu (Murnau 1922) or the films of the German Expressionist movement.

Unlike Team Fortress, Limbos art style was present from the beginning stages of

development and played a significant role in the process of creating the game. Playdeads co-

founder and CEO Dino Patti noted that developing a visual style was the first goal in the process

of creating the game, followed by the development of gameplay mechanics (Ostroff 2010). This

innocuous statement underlines a continuing discourse on the importance of visuals in games,

largely when quality of graphics seems to have taken precedence to games that are, well, fun.

I think that are many examples of beautiful, classic games that have been remade in a

way that destroyed the original aesthetic," said Patti in an interview. "[Playdead artist] Arnt

Jensen started working on the look of Limbo in 2004, and the visual style he showcased in the

original teaser trailer has remained every bit as powerful through the game's development."

According to Jensen, the impetus behind the design and the games 2D world was largely

based on the teams development constraints as a small company with a limited staff, detailed

3D models for the game would have been impossible.

Patti later stated that Jensen used dozens of films as source inspiration, and graphic

artist Morten Bramsen implemented those elements within the game itself (Brophy-Warren

36
2010) in effect recreating the trappings of film noir and Expressionism within the medium of a

digital game.

The success of Limbo from a critical perspective is debateable and inherently subjective

but the game can be analyzed from a perspective that measures its adherence to one specific

visual style over any other. In a review for The Age, critic James Dominguez notes that praise for

Limbo would have been less if it didnt contain an amalgam of visual nods to other well-known

and respected pieces of media.

The world of Limbo is colorless and grim, and the conscious application of intertextuality in the
games visual design plays a large part in the overall success of the game.

I doubt that Limbo would have attracted anything like the level of attention it has

received had it looked more conventional. The same puzzles in a well-lit colourful world would

37
have played just as well, but would have lacked the emotional impact of Limbos stark black and

white (Dominguez 2010).

In the same review, Dominguez goes on to say that independent developers without

access to massive financial backers need a hook to grab gamers attention and stand out in a

crowded marketplace, and one way to achieve this is by designing games with a memorable

and original visual design. In general, Dominguezs observations parallel a certain reality that

is apparent within the visual design of games typically, mass-market games with commercial

budgets tend to use conservative visual designs that boast technical prowess over distinctness of

aesthetic, and many independent games use a stylized overall aesthetic due to budget limitations

and sometimes because the art style is the responsibility of one individual and not a team. In the

case of Limbo both financial constraints and the emphasis on an artistic, largely individual

vision synthesized to influence the games visual design.

Limbo is geared towards an adult audience and though the protagonist is a young boy,

and the games simplified, spare, and evocative visuals are undeniably striking. The 2D world

possesses a layered spatial depth, and the game contains powerful tableaus that lack explicitness

in narrative scope but a sense of interaction and agency that is unusual for other side scrollers

that rely on visuals.

Both Limbo and Team Fortress, though heavily stylized and even cartoonish are games

that present worlds full of nihilism, unrest, and violence. The juxtaposition of their nostalgic and

nave aesthetics with their adult content and gameplay functions as distinct, overlapping

instances of intertextuality within the context of dystopian game worlds. Jameson would address

38
these games as empty shells of capitalism because they are not parody, nor are they inventive

instead, they represent the 'past' through stylistic connotation, conveying 'pastness' by the glossy

qualities of the image, and '1930s-ness' or '1950s-ness' by the attributes of fashion (Jameson

1991). In effect, Jameson states thatmthis nostalgic quotation of texts supplants a supposed

real history. This argument is not sufficient in addressing intertextuality within Limbo or Left 4

Dead because these games do quote history, but by doing so do not somehow overshadow the

texts that they allude to. Game makers readily acknowledge their inspirations, as evidenced by

the well documented development process of both Limbo and Team Fortress. Instead, these two

games, though not exempt all accusations of superficiality, present game worlds that not only

incite discourse on their historical roots but also respect their ties the past. Ultimately, game

developers are not responsible for the education of consumers about historical events, or any

other subject matter.

39
Conclusion

You can dress it up in many ways, but the game still comes down to: go here, touch this, go

there, fight, etc.

John Carmack,

lead programmer, Doom (1995)

So, what does the use of intertextuality in video games mean for the medium?

The implications of intertextuality within contemporary dystopian video games are not

easy to delineate though the motifs that weave the various texts mentioned in this analysis

together are too palpable to brush aside. The terms pastiche and intertextuality have been

categorized in countless ways, and the condemnation of the practice as unoriginal or lazy is a

reoccurring critique that is expounded on by Jamesons analysis. The practice of intertextuality

in dystopian video games has a practical and grounded impetus the future is unknowable, and

game designers often look to the past for visual inspiration when creating fictional dystopias.

The game spaces that result in the conglomeration of source materials can vary widely, from the

muted stylization of Limbo to the stunning, damaged facades of Bioshock. Contemporary

dystopian game spaces utilize many shared techniques in their visual design that reappear across

mediums.

When a player enters a game world, they navigate space of representational possibility

through interaction, and it is up to a games designer or designers to build this space of

40
possible meanings . . . by creating chains of actions and outcomes, (Salen, Zimmerman 374).

There is meaning in the choices that game designers make about how to handle the aesthetics of

a game, and though that meaning can vary widely like in the case of Limbo, where spare

visuals were a product of budget constraints, or Team Fortress, where an exaggerated, cartoonish

aesthetic was adapted to complement the games divergence from realism.

The fact that the games mentioned in this analysis share common traits in their treatment

of visual design can help in to understand the connections between mediums and texts and it

can also help to clarify the implications of intertextuality within video games. The criticism of

pastiche that reduces it to a mark of poor quality and unoriginality, largely embodied by

Jameson, is too narrowly defined as intrinsically negative. His argument presumes that the

referencing of other works subscribes to a certain cultural homogeneity. In reality, much of our

media is driven by financial motivations and video games are certainly no exception. However,

it is reductive to imply that capitalism breeds pastiche and intertextuality, which in turn leads to

homogeneity, because to do so ignores the ever-changing visual language that we perceive as

standard. In fact, our notion of aesthetics is constantly evolving, and visual tropes change as

frequently as our perception of the cultural movements that supply these tropes. Aesthetics are

not static, nor are they universal, and Jamesons criticism of intertextuality largely hinges on the

presumption of a predisposed cultural norm in visual icons. In reality, there is no such consensus

and the visual tropes that pervade our culture are as impermanent as the reasons behind their

waxing and waning prevalence.

The economic viability and potential of video games as a medium cannot be ignored. The

development, production, and release of video games is inherently tied to financial concerns,

41
particularly in the case of 3D first person shooters intended for a maximum audience. Video

games, like any art form, are restricted by impositions of marketability and profit potential, and

not acknowledging this fact does a disservice to the games as art dialogue. That said, the current

critical discourse on the use of intertextuality goes back and forth from being a de facto practice

in contemporary art to an empty designator with negative connotations.

When dystopian video games implement intertextuality in ways that echo the visual

stylings of the past, the present dystopian reality is ignored or at the very least, denied. The use

of intertextuality offsets what we have come to accept as reality and the games mentioned in

this analysis speak to the efficacy of inspiration in lieu of many contemporary games that do not

contain a distinct art style. Referencing other works is not inherently negative, nor does it imply

unoriginality. The assessment that a work of visual media is innovative or unique is a subjective

one and can not be used as the determining factor in the effectiveness of a piece. This applies

across art forms, and includes video games.

The presentation of dystopian worlds within video games is largely indicative of the far-

reaching cultural implications of intertexuality. In Postmodernism, or, the Cultural Logic of Late

Capitalism, Jameson cites E. L. Doctorow's Ragtime as exemplary of intertextualitys negative

effect on our perception of history: "This historical novel can no longer set out to represent the

historical past; it can only 'represent' our ideas and stereotypes about that past (which thereby at

once becomes 'pop history')" (1991). According to Jameson, texts like Ragtime, and by

extension, the games discussed at length in this analysis promote the condemnation of history

by way of our own pop images and simulacra of that history, which itself remains forever out of

reach" (1991). In reality, these histories are closer and more tangible than ever within the video

42
games space. Unlike any other medium, these 3D game worlds possess spatiality and the

capacity to display nuance in visuals that is unprecedented in any other medium. In conclusion,

Jamesons analysis is not resolute nor is it conclusive, as his negative perception of

intertextuality points towards the residual effects of allusion and not their outright impact. These

games utilize intertextuality not in a flagrant attempt to monetize, but an effort to familiarize the

unfamiliar, to inform the uninformed, to reinvent the existing, and ultimately, to recapture the

past.

43
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* Cover image courtesy Neuzeit Studios

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