Column: 'Homer In Silicon': Structure in Arkham
['Homer in Silicon' is a biweekly GameSetWatch-exclusive column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This week she takes a look at Batman: Arkham Asylum.]
I got an Xbox 360 for Christmas, and the first game I rented for it was Batman: Arkham Asylum, about which I'd heard great things. And I really enjoyed it: the gameplay was smooth and fun, and the narrative was engaging throughout. As I played, though, I found myself thinking that Arkham Asylum is a case study in the way that the commercial demands on a AAA game play against storytelling.
In order to explain why, I'm going to include extensive story spoilers for the game, including a detailed discussion of the ending and mention of several boss battles. Please don't read on if you have not played the game through and still intend to.
Firstly, Arkham Asylum starts with certain advantages over a game with fresh IP. The audience is likely to come into the game with at least some prior knowledge of Batman, which means that some sympathy for the characters is built in: we start already knowing who the heroes and villains are, and rooting for the right ones. When it comes to exposition, the gameplay doesn't have to explain Bruce Wayne's backstory fully, either. The passage that treats it can afford to be allusive rather than didactic. A player who really doesn't know the mythos can look at character biographies, but this is supporting material not folded into the plot of the game itself.
Even better, the narrative designers clearly knew what was thematically interesting in the Batman story, and built gameplay and narrative episodes around that theme. Batman is uncomfortably like the supervillains he defeats; in a world where traumatic childhood events mostly lead to adult psychosis augmented by fiendishly clever tools and toys, what should we make of the billionaire who spends his time hanging upside down in a cape?
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['Homer in Silicon' is a biweekly GameSetWatch column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This time, she examines popular PC casual time management game Burger Shop, finding out why it's really well-crafted, but ultimately just not that different.]
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['Homer in Silicon' is a biweekly GameSetWatch column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This article looks at the problem of separating player and protagonist goals.]
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['Homer in Silicon' is a biweekly GameSetWatch column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This latest column analyzes the story and message behind casual title Ciao Bella.]
['Homer in Silicon' is a biweekly GameSetWatch column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This column looks at gameplay mechanics in PC casual exploration titles.]
['Homer in Silicon' is a biweekly GameSetWatch column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist.]
['Homer in Silicon' is a new biweekly GameSetWatch column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist.]






