Abstract
This chapter revisits ideas from early linguistic games research and applies a concept from neo-Gricean pragmatics to assorted puzzles from The Secret of Monkey Island. In a semiotic approach, it conjoins core ideas from ergodic literature and bisociative humour with the linguistic garden-path theory for joke appreciation, as they coincide regarding the ‘path’ metaphor for both presentational and mechanical structures. The chapter investigates puzzle punchlines as a concept for the analysis of ludic joking. Its central idea is that puzzle punchlines feature ambiguity arising from presentation, ludic genre conventions, and the player’s expectations in relation to the game mechanics.
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Notes
- 1.
Marcel Danesi (2002) terms this impulse Puzzle Instinct.
- 2.
A similar perspective can be found in Danesi’s Ahmes’ Legacy (2018), which describes puzzles as question-answer-structured phenomena, thus distinguishing them from problems and games.
- 3.
Fernández -Vara also recalls Aarseth’s Cybertext, which incorporates the performative structure of cybertext as a tripartite model of verbal sign, medium, and operator (71).
- 4.
Aarseth’s and Grabarczyk’s ontology distinguishes the communicational layers of presentation, interface, and semantics instead. This chapter conjoins the first two in order to reduce complexity. For further discussion of diegesis and interface elements, see also Jørgensen (2011); for a discussion of semantics in gameplay performance, see Möring (2013) and Karhulahti (2013b).
- 5.
I hereby refer not only to the MDA framework (Hunicke et al. 2004) that establishes mechanics, dynamics, and aesthetics as useful terms for describing video games, but also to the DDE framework (Walk et al. 2017), which criticises MDA and alters it, preferring the terms design, dynamics, and experience.
- 6.
The verb Walk is a special case. It is automatically triggered when interacting with a 2D object or when double-clicking on an x-y-coordinate, if the avatar stands within a sufficient distance from them. Yet, it is not explicitly offered in the GUI. The mouse-cursor behaviours Select and Hover are different cases as they have no diegetic counterpart. They could be termed ‘GUI-only’ verbs, while Walk could be termed an ‘implicit’ verb.
- 7.
Puzzle punchlines, thus, provide the player simultaneously with experiences of both (1) restoring the designer’s bisociation as a performance in interaction with the unambiguous mechanics (see Fernández-Vara 2009), and (2) cognitive bisociation in-between the game’s presentation and the player’s expectation.
- 8.
John Morreall (1983) describes the process as a cognitive shift, which Robert L. Latta (1999) compares to puzzle solving. Charles R. Gruner (2000) uses the game metaphor to conceptualise all humour in terms of winning, losing, and a playful communication frame, extending this superiority approach to puns, humorous riddles, and conundrums. Morreall (2009) offers a whole theory of humour as cognitive play.
- 9.
Henceforth, verbs are designated by major case italics (Look at, Hover), while in-game objects are designated by small caps (Fabulous Idol) and inventory items by italic small caps (Rubber Chicken).
- 10.
This local logic is also described by Karhulahti (2014, 8), though without explicitly mentioning Ziv’s term.
- 11.
A teichoscopy, also known as ‘viewing from the walls’, is a narrative strategy often used in theatrical contexts.
- 12.
TSMI’s famous re-signification of the dialogue mode as a combat of witty insults takes place later in the game. It is another artifice that compensates for SCUMM’s difficulties with time-critical challenges.
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Heßler, D. (2022). The Rubber Chicken’s Ergodicity: On Puzzle Punchlines in The Secret of Monkey Island. In: Bonello Rutter Giappone, K., Majkowski, T.Z., Švelch, J. (eds) Video Games and Comedy. Palgrave Studies in Comedy. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-88338-6_4
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