ABSTRACT

The world has a syntax and semantics for us humans thanks to how human vision works. The eye sees the world in vaguely bounded 2D images. The story is narrated by a narrator whose narration is heard and whose words are printed on the screens. The game’s story allows us to assign meanings far beyond ‘short jumping yellow rectangle’. The player has the ‘meaning’ but still must pay attention to the intonation contours. The narration in TWA is in a British accent that is amazingly good at indicating the emotions of the characters, emotions like fear, self-loathing, loneliness, liking and love, caring, arrogance, humility, and trust. The discussion so far has been meant to be just a mile high overview of a language-like analysis of the structure and meaning of video games. Human life and survival is all about finding affordances which one has the effective abilities to put to good use.