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"What do the three game narratives have in 
common?"

Justice is a theme shared in all of three of these game narratives.

 

At first sight, it may be easier to see this theme in Thor: The Dark World and more difficult to see in Mario Kart or Tangled. So how is the idea of justice demonstrated in all three of these video games?

 

 

 

 

 

 

 

 

 

 

 

 

 

The above images are screenshots from Thor: The Dark World. The first image is one of the Asgardians facing the enemy that seeks to destroy the Asgardians present. The next image is the same Asgardian in front of his comrades (his position symbolizing leadership) saying "Now, my Frost Giant brothers...".  The final image is the same group of fighters with the same Asgardian leader looking at their nation's palace saying, "But as the Nine Worlds near a time of peace...". 

These images represent the battle ahead of them: the battle between good and evil. The last quote symbolizes their desire for peace amongst all the Nine Worlds, implying the need for justice. If justice is not brought to the enemy, the Nine Worlds simply cannot have peace. Justice is therefore proven relevant to this game.

 

 

 

What about in Mario Kart? One could ask, "Isn't Mario Kart just a racing game? How could justice possibly fit into this narrative?" 

There is a surprise hidden element of justice in Mario Kart. The rainbow boxes that the karts hit to get tools/weapons to beat out the other players decrease in strength as the racer increases in position. Examples are provided below and are also seen in the video on "Narrative 2."

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The image on the right (from nindb.net) shows Mario in second place. The red koopa shell on the left is one that Mario possesses himself. The viewer can assume that the tool granted to Mario was a single red koopa shell. Because he was not in first place, but in second, he was given the exact tool he needed to get ahead. If he was in fifth place, he would have likely been given three red koopa shells instead of one. This is the game's mechanism that allows the losing racers to catch up to the others. The first place racer will get a least valuable tools, and the last place racer will get the most valuable tools. 

The blurrier shell on the right is not possessed by Mario. It is hitting him. This tool was given to another racer behind him. Though we do not know how many red koopa shells the other player had, we do know that it is helping him/her beat out his/her opponents.

 

The image on the left is in a different game (image from fanpop.com). We cannot see Bowser's position, but we can see the "st" in the corner, therefore Bowser must be in first place. The tool given to Bowser was one of the least valuable tools a racer can get in Mario Kart: a banana peel. Banana peels are easily dodged by opponents and do not directly attack the other racers. Banana peels are regarded as insignificant by most players of Mario Kart.

 

Why is this important? The players in first place got there because they attacked other players, made them fall behind, and pushed ahead to first place. This is where the idea of justice comes into play. Due to the mechanism described above, the players in last place (including the player(s) that were attacked) can serve justice to the players in the front who have already sent out deliberate attacks. They can take down those who caused them to fall into last place. This is justice in Mario Kart.

 

 

 

The game Tangled: Double Trouble is based on the movie Tangled, in which Flynn Rider is the wanted thief. The movie clip below provides context for this game.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Inside Flynn RIder's satchel is the stolen crown of the kingdom's Lost Princess (whom he unknowingly finds after climbing the tower featured at the end of this clip.) The guards and even the horse are relentlessly seeking Flynn for this reason. The idea of necessary justice is discussed at length in the third narrative. In the game as Flynn tries to hide and escape from these palace guards, he is avoiding justice. The guards want to capture him and punish him for his actions, but he wants to remain free with Rapunzel (the Lost Princess.) His actions deserve punishment, they deserve justice.

In the video game, Flynn is not stealing a crown; he is stealing his "Wanted" posters. This is against the kingdom law just as stealing the crown is. Justice is a highly apparent theme in both the movie and the video game.

 

 

 

 

 

These three games, as well as many others, share this common underlying idea. This fact tells us much about our society/our culture; justice is not only seen as important, but also as a necessary idea in America. 

Video games are like literature. Literature has the base storyline, but also hidden symbols, motifs, and themes that the reader has to explore for his or herself. Video games must also be explored analytically. Thor: The Dark World is not simply a game where the player just attacks their enemies. Mario Kart is not simply a racing game. Tangled: Double Trouble  is not simply a "collect the objects" kind of game. These games as well as others are much more complex than we make them out to be. 

Based on these interpretations, I have come to the conclusion that all games are narratives; all games can be interpreted.

 

 

 

 

FINAL ANALYSIS

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