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On, Off, and in the Map: Materializing Game Experiences Through Player Cartography

image of On, Off, and in the Map: Materializing Game Experiences Through Player Cartography

This chapter focuses on maps produced and used by players, seeking to understand them as recording devices that capture and preserve narratives and experiences. It takes the position that the materiality of maps emerges both in their very existence and relation to place, and in the way they chronicle experience and record a past. For fictional gameworlds, this distinction is arguably emphasized because the relation to ‘real’ place is weakened or non-existent.

Cartographic practices in games are, however, also enmeshed in discussions about colonialism. In many games, exploration is connected with conflict, and mapping often represents the objectification of space in the service of player narratives. Such objectification surely limits the forms of narrative that can emerge, so what narratives – and what pasts – can and do such maps record? How do they offer an account of experience? And what is it that is made material in their materiality?

Keywords: affect ; agency ; game history ; game studies ; historical game studies ; maps ; materiality ; memory ; roleplaying games ; video games

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References

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References

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    [Google Scholar]
  29. Jackson, Steve and Livingstone, Ian (1982), The Warlock of Firetop Mountain, Harmondsworth: Puffin Books.
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  30. Kent, Alexander J. (2019), ‘Maps, materiality and tactile aesthetics’, The Cartographic Journal, 56:1, pp. 13.
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  31. Kibby, Marjorie (2009), ‘COLLECT YOURSELF: Negotiating personal music archives’, Information , Communication & Society, 12:3, pp. 42843.
    [Google Scholar]
  32. Klohan (2016), ‘Bard's Tale I: Tales of the Unknown: Hand-drawn color maps by Klohan’, Old Games.sk, https://www.oldgames.sk/en/game/bards-tale-1-tales-of-the-unknown/download/9364/. Accessed 11 May 2021 .
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    [Google Scholar]
  37. Latour, Bruno (1996), ‘On interobjectivity’, Mind, Culture and Activity, 3:4, pp. 22845.
    [Google Scholar]
  38. Leonardi, Paul M. (2010), ‘Digital materiality? How artifacts without matter, matter’, First Monday, 15:6, https://firstmonday.org/ojs/index.php/fm/article/download/3036/2567. Accessed 11 April 2021 .
  39. Melan (2017), ‘Comment: The oldest Dungeon maps in D&D history’, Hidden in Shadows, 17 January, https://boggswood.blogspot.com/2017/01/the-oldest-dungeon-maps-in-d-history.html?showComment=1484642225202#c3049374713371157275. Accessed 8 April 2021 .
  40. Millard, Josh (2014), ‘Mapstalgia: Video game maps drawn from memory’, https://mapstalgia.tumblr.com/. Accessed 15 May 2021 .
  41. Miller, Daniel (2001), ‘Possessions’, in D. Miller (ed.), Home Possessions, Oxford: Berg, pp. 10721.
    [Google Scholar]
  42. Miller, Daniel (2005), ‘Materiality: An introduction’, in D. Miller (ed.), Materiality, Durham: Duke University Press, pp. 150.
    [Google Scholar]
  43. Mills, Sarah (2013), ‘Cultural–historical geographies of the archive: Fragments, objects and ghosts’, Geography Compass, 7:10, pp. 70113.
    [Google Scholar]
  44. Morris, James (2003), ‘Campaign diary for 3080 Y.E.’, Adventures in the World of Wearth, 18 January, https://www.angelfire.com/rpg/wearth/campaign_calendar.htm. Accessed 14 May 2021 .65
  45. Mukherjee, Souvik (2017), Videogames and Postcolonialism: Empire Plays Back, London: Palgrave Macmillan.
    [Google Scholar]
  46. Mukherjee, Souvik (2018), ‘Playing subaltern: Video games and postcolonialism’, Games and Culture, 13:5, pp. 50420.
    [Google Scholar]
  47. Murray, Janet (1997), Hamlet on the Holodeck, Cambridge: The MIT Press.
    [Google Scholar]
  48. Okada, Atsuhiro (2007), りゅうたま (Ryuutama), Shinjuku: Jive Ltd.
    [Google Scholar]
  49. Palmer, Catherine and Lester, Jo-Anne (2013), ‘Maps, mapping and materiality: Navigating London’, in J. Lester and C. Scarles (eds), Mediating the Tourist Experience. From Brochures to Virtual Encounters, Farnham: Ashgate, pp. 23754.
    [Google Scholar]
  50. Paltogue (2013), ‘Fighting fantasy SVGs’, The World of Fighting Fantasy, 27 November, http://worldoffightingfantasy.blogspot.com/2013/11/fighting-fantasy-svgs.html. Accessed 14 May 2021 .
  51. Phillips, Richard (1997), Mapping Men and Empire: Geographies of Adventure, London, New York: Routledge.
    [Google Scholar]
  52. PlaGMaDa (2015), ‘The play generated map & document archive’, http://plagmada.org/Home.html. Accessed 15 May 2021 .
  53. Prutz, Steve (2020), ‘EverQuest map preserve’, 19 March, https://www.steveprutz.com/eq/. Accessed 10 May 2020 .
  54. Quantic Dream (2018), Detroit: Become Human, San Mateo: Sony Interactive Entertainment.
    [Google Scholar]
  55. Rehm, Scott (2019), ‘Lost player skills: Mapping’, The Angry GM: RPG Advice with Attitude, 29 November, https://theangrygm.com/lost-player-skills-mapping/. Accessed 14 May 2021 .
  56. Rieder, John (2008), Colonialism and the Emergence of Science Fiction, Middletown: Wesleyan University Press.
    [Google Scholar]
  57. Rowland, Thomas (2014), ‘We will travel by map: Maps as narrative spaces in video games and medieval texts’, in D. T. Kline (ed.), Digital Gaming Re-imagines the Middle Ages, London, New York: Routledge, pp. 189201.
    [Google Scholar]
  58. Siegert, Bernard (2011), ‘The map is the territory’, Radical Philosophy, 169, pp. 1316.
    [Google Scholar]
  59. SomaXD (2014), ‘Comment: Hand-drawn video game maps are physical memories, so let's see yours’, Polygon, 23 May, https://www.polygon.com/2014/5/23/5745002/zelda-maps-gaming#235924677. Accessed 15 May 2021 .
  60. Tom (2009), ‘Comment: Hand drawn vintage video game maps’, Minutiae, 10 December, http://nathanabels.blogspot.com/2008/04/hand-drawn-vintage-video-game-maps.html?showComment=1260485738112#c3817054880747462065. Accessed 15 May 2021 .
  61. Tulloch, Rowan (2014), ‘The construction of play: Rules, restrictions, and the repressive hypothesis’, Games and Culture, 9:5, pp. 33550.
    [Google Scholar]
  62. Tweet, Jonathan , Cook, Monte , and Williams, Skip (2003), Dungeons and Dragons Player's Handbook: Core Rulebook I v.3.5, Renton: Wizards of the Coast.
    [Google Scholar]
  63. Verant Interactive and 989 Studios (1999), EverQuest, San Diego: Sony Online Entertainment.
  64. Vismann, Cornelia (2013), ‘Cultural techniques and sovereignty’, Theory, Culture & Society, 30:6, pp. 8393.66
    [Google Scholar]
  65. Webber, Nick (2019), ‘Table talk: Archives of role-playing's personal pasts’, Analog Game Studies, 2019 Role-Playing Game Summit special issue, https://analoggamestudies.org/2019/12/archives-of-role-playings-personal-pasts/. Accessed 8 April 2021 .
    [Google Scholar]
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    [Google Scholar]
/content/books/9781789388176.c02
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