In his article entitled “The Rhetoric of Video Games”,
Bogost reveals how one can truly analyze a video game to reveal the ideas and
perspectives that the game is trying to illustrate. These ideas and
perspectives are in reality reflecting upon the values and ideas of the game’s
creator and quite possibly, our society and culture as a whole. I found it very
interesting to see how the town in Animal Crossing is set up, very “cookie
cutter”, if you will. It seems to portray a sort of ideal American small town
where everyone knows one another. The game also alludes to our society’s view
of big business owners and how they take advantage of the little guy, by using
a character like Tom Nook who makes you work for him and uses your profits to
expand his business. I found it particularly fascinating how interactive the
game is and how every action made by the player has an effect. From my
understanding, this is what Bogost means by ‘procedural rhetoric’, in how each
action made by the player causes a particular effect on the game itself, within
a certain possibility space created based upon the player’s interaction with
the game.
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