An Analysis of an Analysis
Parallels and Interactions between Videogames and
Literature: Analyzing Harlan Ellison’s I Have No Mouth and I Must Scream is
the rather lengthy title of the analytical article written by one Georgios
Vasilikaris, of Aristotle University of Thessaloniki, Greece. The article was
published under the Journal of Anglophone Literature, Culture and Media
in 2019. The article focuses on the comparison of Harlan Ellison’s 1967 short story
I Have No Mouth, and I Must Scream and its 1995 video game adaptation of
the same name, and the use of video games as a storytelling medium. The article
is a very well-constructed analysis, though wordy at times.
The article, which is separated into two parts, begins by
introducing video games as a concept, and how they can be used as an avenue for
storytelling, or even as educational devices. Vasilikaris highlights the rather
dismissive attitude many people have towards video games as anything more than
a childish pastime, while being much more accepting of other forms of
entertainment such as books or films. He also notes the development of games
designed to be solely “educational” to appeal to these skeptics but dismisses
them as generally uninteresting. He then goes on to cover a sort of
psychological model designed to explain why people play video games. Player
Experience Need Satisfaction, or PENS, developed by Scott Rigby and Richard
Ryan, states that playing a game should meet one or more of three needs:
competence, autonomy, and relatedness. One major problem with analyzing video
games critically, Vasilikaris explains, is deciding just how exactly to analyze
them. Should video games be analyzed based solely on their gameplay mechanics?
Or should they be analyzed based on their storytelling and narrative ability? Vasilikaris
describes a system developed by one Marie-Laurie Ryan, designed to figure out
how a particular game should be analyzed by assigning it to one of four
categories based on level of interactivity. Using this model, and the
previously mentioned PENS model, Vasilikaris attempts to analyze the video game
adaptation of I Have No Mouth, and I Must Scream in the second half of
the article.
The second half of the article begins by summarizing the
plot of I Have No Mouth, and I Must Scream, and highlights the
differences between the short story and its video game adaptation. The plot is
as follows: In a dystopian alternate future, the cold war morphs into an absolute
world war wherein each warring nation creates an “Allied Mastercomputer” (or
AM) to manage their munitions. The AM become self-aware and assimilate, taking control
of the conflict and almost driving humans into extinction. AM enslaves the five
remaining humans on earth, granting them virtual immortality, to torture them
for the rest of eternity. The article then goes on to introduce the five
characters and their backstories, before explaining the philosophy of I Have
No Mouth, and I Must Scream. “It’s a game that is supposed to make you
think” (11). Vasilikaris emphasizes the importance of choice in the game, which
features multiple endings dictated by the player’s in-game choices. The game
does not guide the player towards their choices and does not pass judgement on
the player for making a particular choice. This freedom of choice allows the
player to, in a way, create their own story as they play. The game was designed
to be a piece of “truly interactive literature” (12), it was not meant to be
some mindless time killer. Vasilikaris describes the game as “the hardest game
ever created” (12), with some chapters needing to be constantly replayed to
advance. However, it is this repetitious nature and difficulty level which
allows the player to experience a piece of the torment that the characters of
the story must endure.
The two-part structure of the article was a good decision
in terms of organization; it kept all relevant points together and kept the
article very coherent and well-structured. While all the points presented were
relevant to the topic, there were some seemingly unnecessary details which left
the article feeling a bit too wordy. A reductionist edit could be useful. The
writer clearly stated his purpose for writing the article and was able to
effectively persuade the reader towards his side of the argument. He did an
excellent job establishing video games as a storytelling medium, using I
Have No Mouth, and I Must Scream as a perfect example. The article appeals
to a wide audience, including video game, literature, and Harlan Ellison fans
alike, as well as providing a strong basis of information for newcomers to
these subjects.
Georgios Vasilikaris’ Parallels and Interactions between Videogames and Literature: Analyzing Harlan Ellison’s I Have No Mouth and I Must Scream is a very well-made analytical article, though, much like its title, it could be shortened a bit. It is very well structured and organized and provides plenty of information on the topics discussed. The article keeps the reader engaged and thoroughly explains every idea presented. Though a bit wordy, it is an overall great read.
Work
Cited
Vasilikaris, George. "Parallels and Interactions between Videogames and Literature: Analyzing Harlan Ellison’s I Have No Mouth and I Must Scream." Ex-centric Narratives: Journal of Anglophone Literature, Culture and Media [Online], 0.3 (2019): 214-227. Web. 11 Oct. 2021
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