Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
The Birth of Collecting: The Osiris Archetype In Games
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 9, 2012
 
DICE 2012: The five keys to Rocksteady's Batman success [2]
 
What Nintendo's 2011 sales mean for Wii U, third parties [10]
 
Road to the IGF: Alexander Bruce's Antichamber
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
Nickelodeon Animation Studios
Lead Pipeline/Database Engineer
 
CCP - North America
Level Design Director
 
Disney Interactive Media Group
Software Engineer
 
Disney Interactive Media Group
Senior Software Engineer for Disney
 
LOLapps
Game Designer for Popular Social Games
 
Quantic Dream
Quality Assurance Manager
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Principles of an Indie Game Bottom Feeder [12]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [34]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2012
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [4]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [3]
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot [4]
 
Xbox LIVE Indie Games at it Again
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  The Birth of Collecting: The Osiris Archetype In Games
by Jason Johnson [Game Design]
13 comments Share on Twitter Share on Facebook RSS
 
 
October 14, 2009 Article Start Page 1 of 4 Next
 

Despite nurturing a myriad of iconic symbols, Egyptian mythology has enjoyed little celebration in the gaming world. Mario stomped on a Sphinx's head or two in the Game Boy's bizarre rendition of the Mario universe, and Lara Croft has excavated Egyptian ruins a few times over. Capcom's overhead shooter Legendary Wings allowed players to transform into a flaming Phoenix, and mummies are an old stand-in in horror-themed game camp. Still, the impact of Egyptian lore on video games seems miniscule whenc ompared to the widespread influences of its Norse and Greek counterparts. But is it?

The dismemberment of Osiris, though not an event from Assassin's Creed's compelling plot line, is nonetheless essential to it. This is due to the influence of an Egyptian myth on the video game medium. This myth has become a gaming archetype, and its implementation can be traced across all genres and generations of interactive entertainment.


The importance of acknowledging this archetype is that it often benefits the design and storytelling of the games it is implemented in. These benefits include a more directed player experience, a better cohesion of gameplay and narrative, and a heightened possibility of establishing a game's own mythology, i.e., a world the player identifies with and cares about.

The Benefits of Myth Writing

Video games and collecting things go hand in hand, and the Isis and Osiris archetype is an archetype about collecting. In the myth, Osiris, the supreme, benevolent Egyptian god and also the king of Egypt, is murdered by his brother Set -- who also just happens to the Egyptian god of supreme evil -- and Set usurps the throne.

Dismayed by Osiris's necrophilic ability to produce an heir after his death, Set cuts Osiris's corpse into many pieces and scatters them across Egypt. Isis, Osiris's loving wife (and also a fertility goddess) then begins her quest to retrieve these pieces. Upon her quest's completion, Osiris is resurrected, as he is also a god of resurrection and the afterlife. Osiris returns to aid in vanquishing Set and evil from the kingdom. Echoes of this myth can be heard not just in today's religions, but also in video games, where it could be argued that their influence resounds even more strongly.

The idea of gathering scattered pieces in order to rectify or avert some malevolence has permeated video game lore. A rudimentary example can be found in the "Rivet" board of Nintendo's arcade classic Donkey Kong. Here, we find Jumpman (or Mario, if you like) playing the archetypal role of Isis as he traverses the board, collecting the eight rivets which connect the girders.


Donkey Kong's "Rivet" board demonstrates a precocious knowledge of the Isis and Osiris archetype.

These rivets are the metaphorical pieces of Osiris's body, and upon their removal, the girders collapse, toppling Donkey Kong, who has taken on the role of Set in the scenario, and restoring tranquility to the construction site. This is comparable to Set's downfall, and the return of the rightful heir to Egypt after the pieces of Osiris's body had been reunited.

The benefits of the incorporated archetype are manifold. One, a more directed player experience is offered. On previous boards, players can choose less risky routes, but the necessity of collecting rivets directs the player through difficult paths while still allowing for freedom in how the player chooses to navigate the board. In this instance, the archetype assists in fundamental game design, enabling a balance to be struck between what a game requires of a player and how a player chooses to accomplish the requirement.

Two, there is a strong sense of cohesion between narrative and gameplay in Donkey Kong. The story is a direct consequence ofthe player's actions. Simply, the player collects the pieces, and Jumpman removes the rivets to defeat Donkey Kong. In broader words, as the player fulfills elements of the archetype, the archetype naturally imparts the narrative of the myth. An archetype can function as the intersection point of story and gameplay, a common ground which both sides are built upon. This concept can be expressed simply in a hypothetical syllogism:

Gameplay = Archetype.

Narrative = Archetype.

Therefore, Gameplay = Narrative.

The benefit of having unified gameplay and narrative is that the player becomes an active participant in the game's world rather than a passive observer of it, which leads to a more satisfactory experience.

Three, there is a heightened possibility of establishing a game's own mythology and creating a world that the player cares about. Archetypes have an underlying connection to the architecture of consciousness, and tend to strike a chord with people on a fundamental level. They convey unspoken and sometimes ineffable ideas. Requiring a player to complete an archetype can help the game connect with the player at the same fundamental level.

This connection gives players satisfaction beyond that of narrative simply overlaying gameplay. Donkey Kong's success ultimately lies not only in its fun gameplay nor in its pioneering narrative, but in how it melds these components into a game that is more than the sum of its parts.

 
Article Start Page 1 of 4 Next
 
Comments

Dave Blanpied
profile image
While I think myth can add significant nuances, "a pebble of thought worn smooth by a thousand tongues" - Unknown, I think pointing to the first recorded instance of a fundamentally human device and declaring "A Source!" is a mistake.

Dave Blanpied
profile image
Consider: What did Isis do? Did she become the Avenging Angel Toting The Mighty Chain-Gun? No, she was the Fertility Godess of Growth who skipped around rebuilding Osiris who could probably bench-press several fully loaded semi-trailers of crushed rock. Imagine that cut scene. : )

Dave Blanpied
profile image
Maybe a different reward/ending cut scene for each place where the last piece is found?

Adds new meaning to "Have a nice day, Dear."

This is too much fun! Yay!

Chan Chun Phang
profile image
How would Simon's Quest classify then? (Collect pieces of Dracula (which presumably was distributed by you previously pregame) to resurrect him, to properly kill him again, to break a curse?)

Jason Johnson
profile image
Thanks everyone for your comments.

John, I feel quite embarrassed about that error_ I don’t quite know what I was thinking. I wanted a simple illustration showing how an archetype can help to integrate story and gameplay, but that definitely wasn’t it. I DO know my logical arguments, but, I’m about 10 years out of practice, and it shows. I believe this would be a Fallacy of Common Consequence. Still, even if my logic was correct, I don’t think it would prove what I intended it to… so lesson learned: don’t stick logical proofs in places they have no business, especially when they are hastily formulated.

As to the comments regarding the relationship between video game collection quests and the Isis and Osiris myth, it was not my intention to claim that the Osiris myth was in any way the “source” of the collection quests. Sorry if I came across that way. I structured my essay as if the myth was the ultimate form of the archetype, but actually the Isis and Osiris myth , in my mind, sits on an even plain beside the Donkey Kong myth and all the others mentioned. Saying that the Osiris myth is the origin of the archetype is putting the cart before the horse. What I meant to say is that the collection archetype is the source of the Osiris myth AND these various games. That I keep comparing games to the Osiris myth is for the sake of cohesion and a point of reference, and I think it’s interesting. I could have very well dropped the Osiris myth from the essay entirely and went with “the Donkey Kong myth,” or something similar.

Robert Ericksen
profile image
Jason - dont feel bad, I read your article and tried to learn from it not pick it apart. Thanks for some insight to design!

Tom Newman
profile image
Very enlightening article! Something to think about for sure.

Frank Forrestall
profile image
Interesting parallel.

There's also a cross-over with Campbell's monomyth going on. "Collecting" would be a variation of the "Road of Trials" from many myths. The parallels with video games are obvious, but one element that I've found lacking in many games is an answer to the question 'why?' or 'what is the value of these tasks to the player?' With mythology the value of hearing or telling the story was meant to be a kind of spiritual elixir; reinforcing the society's vision of the cosmos and their place in it; or giving individual guidance through the trials of life. Most games aim for 'fun' or 'addicting' and leave it at that.

I'd agree that there is a lot of room to examine the meaningful value of games and looking at them in the context of older wisdom is a good place to start!

Jason Johnson
profile image
Frank, I think you may have answered your own question.

The idea of a Hero's Quest has mostly been neglected by present day society, but still exists, and I feel one reason video games are so popular is that they simulate the Hero's Quest/Road of Trials. Ideally, a player enters into a game world, gradually learns the rules of the world, and emerges from the world as its master. This covers the departure, initiation, and return of the monomyth, and I believe this is why I get that quasi-magical sensation at the ending of a game, even when said ending is filled with trite, predictable, cliched things.

Some games get this right on accident through sheer imitation, or through the very nature of games. As you say though, it would be interesting to see game developers look more closely at the Road of Trials, even to go so far as to implement all or most of the steps of the monomyth. I don't like the idea of the never-ending, 'addicting' game, not because they serve some nefarious purpose_ I like many addicting things :)_ but that they can easily lose their social value, which imo is the value offered by the game's narrative structure, such as the monomyth. Despite that, I DO believe there are values in MMOs not found in other types of games, for example morality.

Sean Thom
profile image
Great essay, good arguments. Just wanted to point out that "Sphinx and the Cursed Mummy", a criminally under-appreciated Zelda variant, was set in Egypt and steeped in it's lore. Loved the game. Still have it for the Gamecube...

Devin Monnens
profile image
Interesting observations. First, I feel I have to address the argument about 'fun' and 'addicting'. The games we play (and perhaps the way we play them) say something about who we are as a culture. This isn't to say that we are all gangsters or pill-poppers, but that the types of activities in the games speak to us in some way. This has parallels with myths, so one would think that if you have cohesion between the action and the myth you would have a better game that strikes a stronger chord.

RE: Chan Chun Phang - I like that puzzle with Simon's Quest (it also finds its reversal in Zelda II where the Moblins need Link's blood to resurrect Gannon). Here, it looks like Set has been defeated and split into parts, but his evil influence still exists in the world (or perhaps Set is Osiris, who is also a god of evil). In order to dispel the evil (in Simon's case, a curse resulting from a vampire bite), Set must be resurrected and then destroyed again (the whole is greater than the sum of the parts). Likewise, it could also be a take on evil manipulation (Isis does not know that she is resurrecting Set instead of Osiris). Collecting Dracula's parts was used again in Symphony of the Night and Harmony of Dissonance.

To play around with this more, Isis is a female character; the act of collecting is also considered 'feminine' (women tend to like collecting). In the Osiris myth then, we have a feminine character resurrecting a positive male power to defeat a negative male power. Just how much of a role does gender or gender representation play in collecting?

Samuel Druker
profile image
Jason, your apologia was well thought out and expert. As long as the horse is lying dead on the side of the road, however, I couldn't resist swinging a couple times:

>Gameplay = Archetype.
>Narrative = Archetype.
>Therefore, Gameplay = Narrative.

>Consider this one:
>Joe is a man.
>Jack is a man.
>Therefore, Joe = Jack

The first two proposals of the counter assumes that the author's '=' was meant to denote the proposition 'is a'. However, those operators are not the same thing. Worse, the third proposal of the counter switches denotation of '=' to identity and conflates the appearance of incongruity.

In the text above this was referred to as a hypothetical syllogism. It might have been called a metaphoric syllogism, given the meta nature of the proposal. I also wonder if there's a more formal relation that would directly express the deduction (instead of '=', it might be 'follows the well known form of'.

Dan Feldman
profile image
While I agree with the concept presented in the article, I have to point out that collecting isn't always a tool for integrating storytelling and gameplay. Think Mario, Sonic, throngs of RPGs (Ultimate Alliance is the most recent that comes to mind) where collecting items is used as a side quest or currency for upgrading the character in some way.

While I believe there is sincere merit in the argument presented in Jason's article, collecting items has been a facet of the gaming experience from nearly it's inception and provides a welcome outlet for the easily bored (or somewhat obsessive) gamers out there.


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.