Short Story Analyzation
The
short story I chose to analyze is Kurt Vonnegut's "Who Am I This
Time?" from his collection Welcome to the Monkey House. “Who Am I
This Time?” centers on the arts and the question of identity, both of which I
address in my own memoir. This particular story follows the narrator’s
directing position in a community play. He is thrust into the role of director
and has to deal with casting, as well as the overall performance of the play.
Along the way Vonnegut depicts the main actor (Harry) as a shy and anti-social
character who is known only by the roles he plays. The second actor (Helene) is
also in somewhat of an identity crisis, as she is often moving around for her
job. These star-crossed lovers surprisingly connect after the play and get
married soon after. They continue to act together, taking on new personas.
Vonnegut’s
main motif in this short story is that of identity. All of the main characters
go through some sort of identity crisis and resolution. The narrator doesn’t
believe he can be a director at first, but then takes on the position
flawlessly and seemingly permanently.
Next, Harry seems to lack an identity altogether off stage. However, in
the conclusion of the story he finds love that encompasses theater and thus he
finds his identity as one who can undertake many different roles. Lastly, the Helene
can’t seem to grasp her identity either. Vonnegut describes her as someone who
moved around often and subsequently lacked concrete relationships. Additionally,
she thought of herself as a “walking icebox”, expressing little emotion. In the
end however, she experiences character development and turns out to be a good,
emotional actor who also finds both love and stable relationships.
Vonnegut
uses this motif of identity to shape the story and its events. He uses great
detail in both the dialogue, as well as the narration. For instance, when the
two main actors are introduced for the first time, Vonnegut depicts the
experience as this: “Harry didn’t offer to shake hands. He put his hands in his
pockets, and he hunched over, and he looked her up and down, gave her looks
that left her naked. Her tears stopped right then and there.” This passage
indicates the extent to which Harry got into character, as well as the impact
he had on Helene from the start. Vonnegut’s diction helps to craft this scene.
This technique is one that we often discussed.
Additionally,
Vonnegut leaves out some portions of the text for the reader to fill in the
blanks. This happens most prominently at the end of the short story. In this,
he reveals that Harry and Helene met up after closing night and exchanged lines
from Romeo and Juliet before the cast party. However, immediately
following this Vonnegut adds, “They never did show up at the cast party. One
week later they were married.” This was a quick turn of events and allowed the
reader to imagine what happened in those turbulent days in between. This
technique has also often been discussed in class. However, this led me to question how such a change could occur in a short time frame.
In
his endeavors, I believe that Kurt Vonnegut was very effective at telling a
compelling short story. Through his use of motif, detail, and occasional leaving
out of some events, Vonnegut is able to convey great meaning to the reader. I
could implement these strategies in my memoir as well. That would create a
stronger foundation for the structure of the story. In terms of personal
revision, adding detail and even body language like Vonnegut does with Harry could
add powerful imagery to my own work.
Literary Architecture
For my short story, I am
implementing the simple linear structure. This consists of one or more
characters engaging in a series of action that follow logically from one to the
next, characters motivations being revealed in text, as well as including a
logical conclusion, resolution, or outcome. I believe that my memoir contains
many of these elements now. I focus on one character, myself, and the events
that I go through are organized in terms of sequence. This, to me, is a
cohesive and organized structure.
I
could, however, employ the structure of curiosity. In this, I could introduce
my memoir’s main event in the beginning of my composition. I would then begin
my story with what happens first and continue in sequential order until the
previously described event. Next, I would reintroduce the event to the reader
with more detail. This would allow the reader to better understand the event,
as they now have background information and a brief explanation of the event in
question. The particular structure here would be evoking the reader’s sense of
curiosity and would provoke them to continue reading. Additionally, this would
encompass some components of the simple linear structure. This allows for easy
reading and reading comprehension, as it focuses on simple plot and character
set. However, there is some complexity added to it because there is a shift in
the placement of one event, which makes the structure more dynamic.
The
main challenge I have faced in the writing process would certainly be the
aspect of containing it in one to three days. I have a main event that took
place in one day but I can’t think of how to demonstrate its significance
without a backstory that took place outside of that specific one to three day
time frame.
Video Games as Allegory
Video Games as Allegory
With the vivid nature and content of many of today's video games, I do
believe that they can be considered an allegory to society. The way in which
Wark presents his claim of this is concise and well supported, especially
with gameplay from the video game The Sims.
Wark brings up the notion of consumerism, a problem prevalent in both the gameplay and real life. He details the ways in which it is presented in both realms and its potential effects. Additionally Wark states "Still, gamespace wants to look itself in the face. It celebrates its incarnation in the gamer." I feel that this is a very strong statement about personification of video games and the way in which they can "thrive" off of the gamer. Wark suggests that video games are reliant on the gamer. This is an interesting idea, as this perception is not often explored in this manner. Further, Wark says "No wonder the Sim turns in vain to the gamer as a God, for it is the gamer who has turned toward the game as a messianic, reversible time." Such a statement depicts the gamer, which holds the power to reverse time, as a God of sorts to the characters of the video game. This too is a unique perspective, as it indicates the intricate relationship between the game and the gamer. All of these concepts can tie similarities between the gaming world and the real world. Many instances of consumerism, relationships, and the power of a God all can occur in both realms. As a result, this can show that video games can indeed be an allegory to society since they share many instances.
Further, Wark depicts two different types of video game players. First is the gamer that is detail oriented, focusing on the decorations and minute characteristics rather than the objectives. Secondly Wark details the type of player that rushes through the gameplay focusing just on the goals presented in order to win the game as opposed to concentrating on the details. I think this is true also of the real world, as there are always those who take their time and center on specifics and others who just focus on getting the task done. In this sense, Wark presents an argument that the type of gamer you are can be attributed by the type of person you are and the characteristics you possess. I feel that this in a sense bridges the two realms, the real world and the gaming world, in a way that shows that the games are indeed an allegory to society.
Wark brings up the notion of consumerism, a problem prevalent in both the gameplay and real life. He details the ways in which it is presented in both realms and its potential effects. Additionally Wark states "Still, gamespace wants to look itself in the face. It celebrates its incarnation in the gamer." I feel that this is a very strong statement about personification of video games and the way in which they can "thrive" off of the gamer. Wark suggests that video games are reliant on the gamer. This is an interesting idea, as this perception is not often explored in this manner. Further, Wark says "No wonder the Sim turns in vain to the gamer as a God, for it is the gamer who has turned toward the game as a messianic, reversible time." Such a statement depicts the gamer, which holds the power to reverse time, as a God of sorts to the characters of the video game. This too is a unique perspective, as it indicates the intricate relationship between the game and the gamer. All of these concepts can tie similarities between the gaming world and the real world. Many instances of consumerism, relationships, and the power of a God all can occur in both realms. As a result, this can show that video games can indeed be an allegory to society since they share many instances.
Further, Wark depicts two different types of video game players. First is the gamer that is detail oriented, focusing on the decorations and minute characteristics rather than the objectives. Secondly Wark details the type of player that rushes through the gameplay focusing just on the goals presented in order to win the game as opposed to concentrating on the details. I think this is true also of the real world, as there are always those who take their time and center on specifics and others who just focus on getting the task done. In this sense, Wark presents an argument that the type of gamer you are can be attributed by the type of person you are and the characteristics you possess. I feel that this in a sense bridges the two realms, the real world and the gaming world, in a way that shows that the games are indeed an allegory to society.
Multimodal Argument Critique
The first multimodal argument I chose to critique (the first link in the email) centered
on the archetypes of shadows and violence in video games. I thought that their
argument was strong and well supported. They mostly convey their argument
through examples of archetypes and Jung’s findings. I found this to be
effective but it could certainly be improved.
However, I think that there could be more emphasis on the details of
each of the games. In doing so, there would be a more detailed and cohesive
argument presented for the reader. If I were to write this argument, I would
have implemented these techniques in order to present a strengthened narrative
for the audience.
The second multimodal project I critiqued (the second link in the email) had an argument
mostly based on different archetypes of video games and the relevance of them to
today’s world. I felt that their narratives and argument was very detailed,
using lots of detailed examples from the gameplay. I thought that this was an
imperative addition to the multimodal argument because it gave a context to the
ideas being presented. This method, however, resulted in very long narration,
almost like an essay. Such long text can subsequently cause the reader to lose
interest, especially since it is present on a website – a medium for shorter
text. If I were to present this argument, I would do so in a way that would
better engage the reader and avoid long lines of paragraphs. I feel that it
would be more beneficial for the audience if they were entertained by the
multimodal argument. Additionally I feel that it would be more persuasive,
making the entire project more effective.
Both of these multimodal projects were good examples of an
argument about different elements of video games. The first, I felt, was easier
for the reader to understand based on its sentence structure and layout on the
website. I also believe that the layout and color scheme was more appealing
than the latter example’s dark design. In terms of the content, however, the
second example was a better, more substantial read. It was very detailed and
corresponded to the gameplay, which I believe was something that the first
example lacked. Overall though, both examples had many different good
components. If they were to be combined, it would create a very strong,
cohesive argument for the reader to understand easily, and in great detail, the
argument they were trying to present.
Carl Jung Dream Interpretation
Carl Jung’s dream interpretation methodology and insight was
a very interesting read. He details ways in which one can better understand
dreams and what they might mean. Additionally he uses depictive examples to
further illustrate his ideas.
Jung first explains that in order to interpret dreams, he
says to himself “I have no idea what this dream means.” I think this is a great
way to begin the process of analyzing. It gives you a starting point and the
ability to continue on with your understanding of the situation.
Jung also brings up the idea of archetypes in his discussion,
as well as a technique to understand dreams. He also adds that the dreamer
needs not to “have any inkling of the existence of such parallels.” I think
that this is a profound statement because it defies our own conception of how
dreams work as the dreamer doesn’t even need to understand the correlation
between the mental connotations of archetypal structures.
Another imperative statement Jung makes comes with his
breakdown of the dream’s composition. He shares that there are four main
components of dreams. The first of which is a statement of place where the
setting is conveyed. Next comes plot development where the elements introduced
in the first section are further established. The third phase of a dream comes
a plot twist that is often sudden or unexpected. Finishing the dream is the
solution, which offers a result to the dream.
All of the things that Jung shares about dream
interpretation allow the reader to understand the structure of dreams, the
certain archetypal components, as well as how to begin the actual analyzing
process. These are very pertinent to interpreting video games. First, the
comforting idea that you don’t need to have a clear idea of what to say about
the game at first is valuable to the process for our arguments. It gives us a
starting point to interpreting the game. Secondly, archetypes can be very
valuable to the gameplay as well as understanding the game’s implications in
society psychologically. It can give a new, fresh perspective to your narration
about the games, and give it meaning in societal terms. Lastly, giving the four
different components of dreams also assists in video game interpretation as it
can give an organizational system to your gameplay narration. Furthermore, Carl
Jung’s dream interpretation essay did indeed give insight to dream interpretation
methods that could be used for video game analyzing.
Exemplary Projects Critique
The first project examined, Dreams of a Gamer, was a good
example of a multimodal argument. I really liked how the homepage contained an
abstract, organized thoughts, and conclusion section. I thought it was a good
way to give the viewer a synopsis of the upcoming content upfront on the first
page. On a similar note, I found it beneficial that a spoiler alert was present
as it would indicate to the reader the content to come as well and allow them
to make a decision on whether or not to continue.
Next, I believe that the Dreams of a Gamer site’s Dream
Journal page was good as well. I liked that it was separate from the analyzing
section, as many other sites combine them. I think that this gives the viewer a
clearer idea of the gameplay and what it means. The interpretations were also
thorough and very well researched. All of the other pages were equally detailed
and comprehensive.
I think that the main drawbacks of the Dreams of a Gamer
project were not structural, but aesthetical. In many instances, such as on the
interpretation and archetype pages, the font was not consistent. I found this
to be distracting. If it were to be cohesive, I feel that the website would
have a more professional appeal and presentation. Having a default text
alignment would also have this effect. Overall, however, I thought that this
particular project was very well organized, researched, and formulated but
could be presented in a more professional way in terms of font and text.
The second project I examined, Video Games Are Real, was
another great depiction of a multimodal argument. First of all, I loved the
introduction video on the homepage. I thought it was a great integration of
different mediums that created a good way of welcoming the viewer to the
website while giving them a sample of what is to come. I also felt that the
website’s design was simple yet appealing. It was in no way a distraction to
the viewer, which I thought was a strong point. Additionally, I liked that each
narrative had its own page. This subsequently provides the website with good
organization and cohesiveness, both of which enhance it.
In terms of content, the Video Games Are Real website was
also very good. One of the things I liked the most was the fact that each
narrative was addressed in a different way (either by archetypes, personal or
cultural connection, or themes). I think that this is a good method as each
different narration’s interpretation was customized to the particular game.
This thus increased the comments’ relevancy to the game itself. The
interpretations were also very detailed and offered the viewer lots of new
insight as well as new perspectives.
The only drawback I found for this particular example was
that the Video Games Are Real website seemed to lack visible source citations
like the Dreams of a Gamer site did. Further, I felt that it was a little text
heavy for a website and would benefit from more images or paragraph breaks.
Video Game Readings Comparison
The assigned readings on video games were all intriguing and different. Each had a different focus, whether it be on the gameplay itself, how it relates to society as a whole, or both. However, they did focus on the same subject of video games and were able to address them in different ways.
One concept that all of the readings centered on was that of games and reality. In "The Sims Medieval," Kevin Vanord states that "you don't play out your own stories - you play out someone else's." This indicates that there is a disconnect between what the player is doing on the game and their own personal reality as a gamer. The lack of user ability to be creative and veer from required tasks result in this phenomenon in this particular gameplay.
In "Define Real, Moron," Espen Aarseth also explores this issue. He takes it in a different direction, though by comparing violence in different video games. In this, he says that "Games are real to the players playing, but in different ways, and
the ambiguous reality of games allows different interpretations." This indicates that ultimately the reality is decided by the gamer, not the game itself. Also, it states that the game is real to the player, which is contradictory to Vanord's statement which said the user plays out someone else's stories, saying it was not the player's reality.
Lastly, Mackenzie Wark also examines elements of reality in his "Gamer Theory." In contrast to the other readings, Wark explores the idea that a reality is created within the gameplay. He says "The Sims lends itself to play that transforms it from a world of number back to a world of meaning." In this it is revealed that the player uncovers a new reality or world of meaning from the rigid gameplay or world of number. This is somewhat a combination of the two previous claims, as the reality is presented by the gamer but can also be personal to the user.
After examining all of the different readings, I think that they all hold truth because I can understand each of the stances the passages defend. I think that I can believe Aarseth's views the most though because it is ultimately up to the gamer but what they are doing can potentially feel very real, which is something I believe as well. Further, the stances presented in these readings are representative of the different views and possibilities for the role of reality in video games.
A Hollow World Reading
This passage detailed many different components of the popular video game World of Worldcraft. It begins by asking questions about the game's setting, Azeroth. It continues by explaining the potential cultural associations related with the place. The reading also compares Azeroth with other games' settings throughout history. In this, it is revealed that the main "evolutionary change" in gameplay would be the increase in detail and vividness in the game's landscape. It is also added that overall gameplay hasn't changed much over the years despite the fact that technology has continued to advance. Azeroth is next compared to the world of Everquest 2. Here the worlds are compared to an amusement park where visitors are encouraged to keep moving to view other exciting things just around the corner. Next, the reading touches on the social dynamic of MMO's and the stigmas and consequences associated with them. Returning quickly to the idea of setting, the passage then turns its focus to the size of the setting relative to real world places and their sizes. In this, the reader finds that the world is indeed much smaller than the gamer is led to believe on the surface. This particular notion is then expanded into the realm of speed as it is indicated that many objects have drastically different speeds in real life vs in the video game atmosphere. Next the reading's focus shifts back to the comparison between video games and amusement parks, this time suggesting that the world in a video game is similar to an entire amusement park as they have a similar size, layout, and purpose. Further, the reader gets a look into the importance of and strategic planning of the infrastructure of the game's setting for players. In closing the passage says that the world of Azeroth does not constitute a world in a normal sense but a world in terms of a zoo or a Disney World where players have no quantitative effect on their surroundings in the gameplay.
In terms of my own project, this reading is very beneficial. It brings up many different elements of gameplay that I had neglected to ponder. This is especially true of the importance of setting in the game. Understanding the relative size and purpose of the setting is a very integral and fundamental concept to investigate because it reveals a lot about the game's purpose and intended audience. Further, this passage can help me to shape my argument using this particular element of the gameplay.
The Perfect Crime Reading
This reading, The Perfect Crime by Peter Bozzo, detailed an
argument about the differences between the media’s portrayal of a story versus
the way in which a documentary would portray the same news story. The reading first
focused on the case of three young boys that were murdered in West Memphis,
Arkansas and the media blitz that surrounded it.
The later argument is constructed around the author’s
personal ideas about documentaries versus the more traditional media blitzes.
In this, the ideals of the author are outlined and then detailed in respect to
outside sources. This gives the author great credibility because they are able
to back up their personal views with the views of other sources. In particular,
this methodology is something that I could apply in my own work easily and with
great results, as it can improve my credibility for the argument.
Another great characteristic of this argument is the way in
which the author directly compares two opposing views. This is seen perfectly
on page 42 of the reading where the author begins a paragraph by putting two
views next to each other and then discussing the differences. The seamless
counter argument dialogue is a great addition to the argument, as discussing
all sides of a position can strengthen your own case. This is something that I
employed in my own work. By doing so I was able to increase my own credibility
by indicating that I did research, as well as show that I considered all sides
of the argument while taking my own stance.
An additional standout component of this argument is the author’s
grand use of transition sentences. A fine example of this is on page 48 and
reads “Although the film presents the bodies of the victims in a way that
conforms, at least partially, to the standards of a pathological public sphere,
it is by transferring the focus of their film from the victims to the accused
that Berlinger and Sinofsky completely entrench their documentary within the
realm of Seltzer’s pathological sphere.” This topic sentence acts as a
transition from the last set of ideas into the next set. It does so in a
detailed and complex way, indicating great intricacy in Bozzo’s writing. This
too helps to build his credibility in his argument. Great transitional
sentences are something that I also would like to showcase in my own argument
as a way to add depth and complexity, as well as credibility to my work.
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