"The Game of Game of Thrones. The Transmedial World of A Song of Ice and Fire and Its Video Game Adaptations". Presentation at the Winter School "Transmedial Worlds in Convergent Media Culture", February 24-28, 2014, University of Tuebingen.
Felix SchröterCommunity Manager at Bytro Labs GmbH um Bytro Labs GmbH
1. THE GAME OF
GAME OF THRONES
The Transmedial World of A Song of Ice and Fire
and its Video Game Adaptations
Winter School Transmedial Worlds in Convergent Media Culture
University of Tübingen, February 24-28, 2014!
!
Felix Schröter, University of Hamburg!
felix.schroeter@uni-hamburg.de
2. Overview
• (Almost No) Theory
• Looking For Games In All The Wrong Places
• Three Case Studies In Five Minutes
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4. Medium-Specificity Thesis
“A transmedia story unfolds across
multiple media platforms, with each new
text making a distinctive and valuable
contribution to the whole. In the ideal
form of transmedia storytelling, each
medium does what it does best [...]”
- Jenkins 2006, Convergence Culture, 95-96
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5. Medium-Specificity Thesis
“While it is clear that stories can be
passed between a novel and a movie and
back, it is also clear that not everything
passes equally well.”
- Juul 2005, Half-Real, 48
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6. Medium-Specificity Thesis
“We do not want to claim that some
media forms are better at presenting
worlds than other, though we believe
that each media form has particular
advantages.”
- Klastrup/Tosca 2004,
“Transmedial Worlds”, n. pag.
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7. Medium-Specificity Thesis*
Video games contribute to the representation
of transmedial worlds in a medium-specific
way, relying on their distinctive combination of
narrative, ludic, and social features.
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8. Limited Adaptability Thesis
“Most often, transmedia stories are
based not on individual characters or
specific plots but rather complex
fictional worlds which can sustain
multiple interrelated characters and
their stories.”
- Jenkins 2007,
“Transmedia Storytelling 101”, n. pag.
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9. Limited Adaptability Thesis
Mythos: the establishing conflicts and
battles of the world
Topos: setting (history and geography)
Ethos: explicit and implicit ethics,
world laws, characters' moral codex
- Klastrup/Tosca 2004,
“Transmedial Worlds”, n. pag.
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10. Limited Adaptability Thesis
“However, the ultimate success of a
transmedial cyberworld depends on how
the designers are able to implement and
expand on the mythos, topos and ethos
of the ur-transmedial world.”
- Klastrup/Tosca 2004,
“Transmedial Worlds”, n. pag.
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12. (Almost No) Theory
• Medium Specificity Thesis
• Limited Adaptability Thesis
If different media contribute to transmedial worlds in
such a medium-specific way, that not every transmedial
world is equally adaptable in every medium, then there
must be some transmedial worlds that translate easily to
video games while others do not.
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13. (Almost No) Theory
Some fictions lend themselves particularly well
to an adaptation as a video game, namely those
that feature a distinctive game logic.
The novel-based
transmedial world
of George Martin’s
A Song of Ice and Fire
is such a world.
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15. What Is a Game?
“A game is a system in which players
engage in an artificial conflict, defined
by rules, that results in a quantifiable
outcome.”
- Salen/Zimmerman 2004, Rules of Play, 83
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16. Narrative and Game Logic
“Such narratives reveal the arbitrariness
of the particular choices made, and the
possibility of making other combinations
which would create alternative stories.”
- Kinder 2002, "Hot Spots, Avatars,
and Narrative Fields Forever”, 6
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17. Narrative and Game Logic
“Die Figurengruppe eines
Mehrfigurenspiels wird nicht […] aus
den Merkmalen der Einzelfiguren
konstituiert, sondern […] aus dem
Spielziel, das unterschiedslos für die
gesamte Figurengruppe gilt.”
- Venus 2007,“Teamspirit”, 314
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18. Narrative and Game Logic
“In contrast to most games, most narratives
do not require algorithm-like behavior
from their readers. However, narratives
and games are similar in that the user,
while proceeding through them, must
uncover its underlying logic - its algorithm
[…] which the writer used to create the
settings, the characters, and the events.”
- Manovich 2001,
The Language of New Media, 225
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20. The Game of Game of Thrones
“When you play the game of thrones, you
win or you die. There is no middle ground.”
- Cersei Lannister, A Game of Thrones
!
“The wars, the intrigues, the great bloody
game, and me in the center of it.”
- Tyrion Lannister, A Clash of Kings
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21. The Game of Game of Thrones
“Too many strange faces, […] too many new players.
The game changed while I lay rotting in my bed, and
no one will tell me the rules.”
- Tyrion Lannister, A Storm of Swords
“I might have to remove her from the game sooner
than I’d planned. Provided she does not remove herself
first. […] In the game of thrones, even the humblest
pieces can have wills of their own. Sometimes they
refuse to make the moves you’ve planned for them.”
- Littlefinger, A Feast For Crows
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23. Game of Thrones
Cyanide/Atlus 2012
• action role-playing game
• set in parallel to A Game of Thrones
• gameplay alternating ‚chapter-based‘
between two protagonists
• focus on real-time combat, cut-scenes,
dialogue, character progression
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26. Game of Thrones: Ascent
Disruptor Beam 2013-2014
• online/Facebook game
• spans 3 books (yet): A Game of Thrones –
A Clash of Kings – A Storm of Swords
• focus on ‚social features‘, progression,
time investment
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30. Game of Thrones: Genesis
Cyanide/Focus Home Entertainment 2011
• real-time strategy game
• starts 700 years before A Game of
Thrones, but also covers books 1-3
• single- and multiplayer mode
• focus on resource management,
underhand tactics, real-time combat
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31. Game of Thrones: Genesis (Cyanide/Focus Home Entertainment 2011)
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32. Game of Thrones: Genesis (Cyanide/Focus Home Entertainment 2011)
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33. Game of Thrones: Genesis (Cyanide/Focus Home Entertainment 2011)
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34. Three Case Studies in Five Minutes
Mythos
Topos
Ethos
Game Logic
Game of Thrones
*Action RPG
Game of Thrones: Ascent
*Online/Facebook
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Game of Thrones: Genesis
*RTS
35. Three Case Studies in Five Minutes
Some fictions lend themselves particularly well
to an adaptation as a video game, namely those
that feature a distinctive game logic.
The novel-based
transmedial world
of George Martin’s
A Song of Ice and Fire
is such a world.
!38