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Kevin Yang5/2/14
AP LiteratureVideo Games: More than Just a Pastime
While video games come in a variety of different settings, genres, and gameplay mechanics, it is
surprising how much influence it draws through literature and literary epochs. With the impact of video
games from a technology standpoint, however, many of such influences elude even the most careful
eyes. From the 8-bit arcade classics to the beautifully rendered, computer graphics filled journeys
created today, video games have historically drawn on literary influences from across the ages,
combining both literary and artistic mediums to give new life and interpretation to ancient and modern
works alike.
Ancient mythology and history from around the world have proven to be a wealth of influence
for video games. Ancient Greek settings are perhaps the most impactful, with the most popular games
deriving its roots from such influences. The greatest video game appeal of Greek mythology and history
is that it allows “gamers all over the world love the idea of reviving historic battles through their
consoles and PCs or taking control of legendary Greek heroes and live their myth” (“Video Games Based
on Greek Archaeology and Mythology”). “God of War” depicts a demigod Kratos seeking vengeance
upon Ares over a deception involving the death of his family, and the action oriented game includes a
variety of Greek mythological aspects such as Grecian gods, the Underworld, harpies, minotaurs,
Medusa, and other unearthly creatures. The video game “Rise of the Argonauts” is a faithful depiction of
Jason’s journey seeking the Golden Fleece. Appealing to more strategy-based gamers, “Age of
Mythology” allows you to build your own Grecian city, complete with era evolution (Bronze Age, Golden
Age, etc), invading other Mediterranean cities, and calling upon the destructive powers of the Gods.
“Trojan: Total War” allows you to play as either Grecian or Trojan generals, commandeering troops in
battles of the historic Trojan war as depicted in “The Illiad”. Greek mythology and historyhas long been
and will continue to be a staple of video game influence, as the video game medium allows nonreaders
to access the rich literature and culture of the ancient classics.
Recent fascination with Medieval-period inspired video games have also arisen. A combination
of both engrossing video gameplay and medieval settings and characters have become a cornerstone of
the video game industry. Players are namely attracted by a gritty gameplay style, following “the exploits
of mighty, sword-wielding heroes and their chiefly, wizardly and/or priestly companions, as they spend
their days smiting evil, fighting monsters, recovering treasures and quaffing ale” (“Heroic Fantasy”).
“Diablo”, as the name implies, allows one to play as a hero to vanquish all varieties of medieval
hellspawn, from succubi to skeletons and twisted necromancers, right up to the Lord of Hell himself.
“Thief: Deadly Shadows” placed one in the shoes of Garrett, a master thief in a medieval city of class
struggle, plague, and corruption, and acts both as a Robin Hood character while breaking apart a Satanic
coven. “Dante’s Inferno” follows the eponymous work’s setting, traversing through a colorfully rendered
and realistic hell, replete with the most fearsome and graphic gore ever depicted in a video game. In
terms of pure medieval/dark Gothic/horror fantasy, however, “Dark Souls” indubitably takes the cake.
The titular character is an antihero, battling against both a medieval kingdom enveloped by hellish
forces and losing his own humanity every time he dies and resurrects. Morality and nature are in gray
areas at best, and the game is horrifyingly difficult, which accentuates the grimness and urgency of
saving the kingdom – or losing your soul, as represented by an armored wraith. Video games also took
Medieval influences from other European countries as well. “The Witcher” series incorporates elements
from Polish medieval influences, in which creatures of the night didn’t include witches, devils, and
familiars, but rather wargs (giant wolves), ghouls, wraiths, drowned dead, and humanoid leeches called
bloedzuigers. The critically acclaimed “Elder Scrolls” series takes place in various Medieval-period
inspired kingdoms, where a player may explore fully to his/her hearts content and take actions that may
affect the entire realm – whether he chooses a path of righteousness or carnage. However, “Elder
Scrolls” combines elements of medieval Nordic culture and paganism, with positions such as jarl (earl),
thane, housecarl, creatures such as giant woolly mammoths, giants and dragons, gods resembling those
of Norse mythology (Odin, Thor, etc), and settings such as Yggdrasil (a world tree), Ragnarok, and
Valhalla. Medieval influenced games form a great part of the modern gaming experience.
As gamers became accustomed to the ancient and medieval type games, usually built around
fast paced, hot blooded action, demand for games with depth, backstory, and meaningful character
development began to arise – hence the rise of Romanticism in video games. Romantic video games
focused on the raw emotions that racked the character, as “Romanticists believed that even visual art
could be used to induce an emotional reaction, whether it be horror, fascination, or simply wonder”
(“Above the Sea of Fog”), and so the video game medium was perfect for making character
development and relationships as important as possible. “The Last of Us”, a video game based on a
human parasite apocalypse, is the crux of “The Walking Dead” tenfold; the game doesn’t focus on
smashing the brains of parasitic humans, but rather the tension and love of human relationships, namely
that developing in a journey between Joel, a hardened man who lost his daughter upon the outbreak
and Ellie, a girl whose blood could hold a cure. Settings include the decrepit, overgrown, but beautiful
city ruins of Chicago, New York, and other landmarks amidst streaming sunlight; it is a new take on the
Romanticist ideal of escaping industry. Beautiful, emotionally stirring themes focused on acoustic guitar
and ambient instruments play in the background, combining the themes of grandeur of Richard Wagner
and the themes of painful beauty of Beethoven. Gut wrenching events include the duo meeting two
brothers, in which one of the brothers is bitten and the other commits suicide over it, and the ending, in
which Joel destroys mankind’s last hope by breaking Ellie out of a facility and killing the last of the free
world’s scientists that would remove her brain – despite Ellie’s previous consent. “Shadow of the
Colossus”, on the other hand, is rather more minimalistic but Romantic just the same. Wander, a boy
trying to save his beloved, is tricked into killing giant colossi by a dethroned demigod. He eventually
succumbs to the evil imparted by the death of each colossi and gives back the demigod’s power with the
slayings, but does save his beloved and he himself is resurrected as a baby. Wander’s journey
throughout the game, and the sparse 14 enemies throughout the entire game, is once again the focus of
the story. Most of the game is actually spent traveling across deserted lands, ranging from deserts to
caverns to grasslands, and the beauty of the background, the loneliness of the protagonist as he crosses
the terrain, and the dead silence of the general game except video scenes and colossi fights allows a
player to meditate on the true meanings behind the overarching story and nature of the game – who is
this mysterious beloved? What do these colossi protect and represent? Why are these lands deserted?
Who am I, in the sense of a player and a journeyman throughout one’s own life? The brooding
sullenness is heavily reminiscent of “Wuthering Heights”. Then we learn that Wander’s killing of the
colossi unleashed sin and death once more, and the meaning of the game is revealed and players are
flipped on their heads – it was I who was the transgressor, a breakthrough paradox in video games that
emotionally stunned many who played the game, unaccustomed to being the ultimate antagonist.
Wander is furthermore the ideal Romantic protagonist – an amoral being driven by passion and defiance
(Heathcliff?). He embodied “the state of mind of a man who is willing to sacrifice a great deal for
principles or for some conviction, who is not prepared to sell out, who is prepared to go to the stake for
something which he believes, because he believes in it” (Berlin, 9). Wander is melancholy, lovesick,
vindictive, and even nihilist in his unyielding quest that unfortunately, yet fittingly dooms himself.
Romantic games are still relatively few, yet their focus on the emotional response of the gamer rather
than action has garnered them everlasting places in video game history and have even been oft cited as
crowning examples of video games as art forms.
While video games may superficially appear meaningless, their gameplay and story is heavily
influenced by literature and literary epochs. They often carry, very much so, the same themes and
backgrounds of great literary classics, simply presented in a digital form. As video games have become a
staple of popular and modern culture, it is also important to be able to appreciate what meaning video
games may provide for future generations to come.
Works CitedAlloush, Abed. "Video-Games Based on Greek Archeology and Mythology."GreekReporter. GreekReporter, 4 Mar. 2014. Web. 29 Apr. 2014.
Berlin, Isaiah. The Roots of Romanticism. Ed. Henry Hardy. Princeton, NJ: Princeton UP, 2001. Print.
Bloom, Harold. Dante's Inferno. New York: Chelsea House, 1996. Print.
Homer, Robert Fagles, Bernard Knox, and Homer. The Iliad. N.p.: n.p., n.d. Print.
Hamilton, Edith. Mythology: Timeless Tales of Gods and Heroes. New York, NY: Warner, 1999. Print.
"Isaiah Berlin - Final Lecture on the Roots of Romanticism." YouTube. YouTube, 01 Feb. 2010. Web. 29 Apr. 2014.
"Medieval European Fantasy." RSS. TV Tropes Foundation, n.d. Web. 29 Apr. 2014.
Miksic, Jesse. "The Death of Romance in the Shadow of the Colossus." Berfrois Wander and the Colossi by Jesse Miksic. Berfrois, 13 Feb. 2013. Web. 29 Apr. 2014.
Smuts, Aaron. "Are Video Games Art?" Are Video Games Art? Contemporary Aesthetics, 2 Nov. 2005. Web. 29 Apr. 2014.