![]() ![]() Everything there was put on the screen for some purpose - shaping the game play or contributing to the mood and atmosphere or encouraging performance, playfulness, competition, or collaboration” (Squire and Jenkins, 2002, Web). In their essay, The Art of Contested Spaces, Squire and Jenkins are quick to remind the reader that “ame worlds are totally constructed environments. ![]() The textbox below shows the game’s attempt to provide a Pokédex rating to a player who never received a Pokédex, or a Pokémon, to begin with. 1: The final screen of a glitched Pokémon Yellow run with the play time of 0:00 plainly visible. Though it is difficult to gauge how all-encompassing de Certeau’s discourse on spatial practice truly is, videogames can certainly fall within the purview of his discussion of “narrative actions” (116).įig. He argues that any narrative must in some way be rooted in space, stating: “stories of journeys and actions are marked out by the ‘citation’ of the places that result from them or authorize them” (120). ![]() In Chapter IX of his The Practice of Everyday Life, Michel de Certeau writes that “very story is a travel story - a spatial practice” (de Certeau, 1984, 115). 1)? How do these apparently drastic rewrites of a game’s narrative relate to our discussion of games as narrative spaces? For instance, what are we to make of the narrative traced by a glitched speedrun of Pokémon Yellow which, instead of being a story of one young boy’s quest to defeat all the other trainers in the land by catching different types of creatures, becomes a tale of a young man who leaves his house one morning and, instead of finding himself walking around Pallet Town, finds that he has warped to the Pokémon Hall of Fame where his victory is being archived despite the fact that he owns no Pokémon (See Fig. For if, as Jesper Juul observes in half-real, the narrative architecture of a gamespace works as “a combination of rules and fiction”, then gamers known as speedrunners, those who attempt to complete a game as quickly as possible through any means other than inputting cheats, would seem to trespass against everything that a particular game is setting out to convey to its player (Jull, 2005, 163). Keywords: speedrun, speedrunning, practice, speed, rules, exploit, gamespace, dromology, narratology IntroductionĬompleting a game as quickly as possible is a seemingly counterintuitive practice. Speedrunning is shown to be a spatial practice within a spatial practice, or a Practiced Practice. Explicit rules are those which actually govern the game, the rules that speedrunners seek out in an effort to circumvent entire sequences of gameplay. ![]() Implicit rules are those which exist by virtue of Huizinga’s Magic Circle, by virtue of an assumption that the virtual world of a game is whole. Distinct from but vital to the discussion of speedrunning in relation to games as narrative spaces is an articulation of two sets of rules that a player encounters in a game - implicit rules and explicit rules. Finesse runs are those in which the narrative architecture of the gamespace is largely left intact while deconstructive runs are those in which Virilio’s violence of speed is on full display as de Certeau’s narrative boundaries are torn down by the player. By using Michel de Certeau’s notion of a spatial practice and Paul Virilio’s discussion of the violence of speed as frameworks for the discussion, this paper articulates two conceptual definitions by which to classify speedruns - finesse runs and deconstructive runs. This paper discusses the emergent gameplay practice known as speedrunning, or the process of completing a game as quickly as possible without the use of cheats or cheat devices, and its relation to games as narrative spaces. A Practiced Practice: Speedrunning Through Space With de Certeau and Virilio by Rainforest Scully-Blaker Abstract ![]()
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