# Travel Notes in Computer Games. A Methodology > [!Info] Conference Presentation > **Author**: Nikita Stulikov > **Conference**: [GARAGE Museum of Contemporary Art](https://garagemca.org/en) > **Location**: Moscow, Russia > **Date**: 2022 ### Slides (GARAGE, 2022) ![[ATTACHMENTS/PAPERS/Travel-Notes-Games.pdf]] ### Abstract The presentation demonstrates a note-making methodology in computer games on the example of travel notes in Elden Ring. It contributes to the development of game playing as a methodology for computer game research (Mäyrä, 2008, 165 - 167) and game hermeneutics (Aarseth, Möring, 2020). This is also an example of “coreresearching practice”, where the player “changes status from an object of study to a knowledge-producing source” (Jørgensen, 2011, 379). A proposed method is designed for game world analysis. Admittedly, it is extremely challenging to build a respective narrative in a souls-like game since its lore is exceedingly obscured. The method helps to elaborate a genuine lore interpretation. That result might be used to elaborate either a “thematic game analysis” (Mäyrä, 2008, 166) or “a theory of how the phenomenon in question can be understood” (Jørgensen, 2011, 379) The method consists of a programme, principles and rules. A game world is analysed within this structure with a set of instruments. I suggest describing the “game world” in terms of Aarseth’s ontological model (2011). In that framework the method is suitable for use with Aarseth and Möring’s ludo-hermeneutics since they built their theory on that ontological foundation. Along with other references, Aarseth’s model constitutes the method’s programme. Vetushinskiy’s “immanent walkthrough” project (2016; Vetushinskiy & Galanina, 2017) is another core element of it. I also suggest using Vella’s ontological model and his concept of “ludic sublime” (2015). Besides, there are some non-academic references (VaatiVydia, 2012; Redgrave, 2015) which also constitute the method’s programme. Methodological principles should be derived from it. They are: 1) Vetushinskiy’s immanent walkthrough; 2) The differentiation of mechanical and semiotic ontological levels in Aarseth’s model; 3) The awareness of Vella’s “mystical” game objects. 4) “Close gaming” modelled after the works of VaatiVydia and Redgrave. There are five rules of the method: 1) To categorise game objects; 2) To highlight “concepts” as one of the game object categories; 3) To record questions about “mystical” game objects; 4) To support the answers to those questions with logical arguments and evidence; 5) To refuse fast-travel. I will describe those rules in more detail during the talk. The proposed method has a set of limits: 1) Vague results; 2) Lack of a clear material filtration; 3) Rigorous gameplay; 4) Non-consistent categories; 5) Finally, the method suits better games with the souls-like type of narrative design. By the results of the developed method, I analysed and interpreted Elden Ring game. With this example, I will demonstrate a note-making methodology in computer games and a new intent and analytical strategy for playing souls-like games. ### References - Aarseth E. 2011. “‘Define Real, Moron!’ Some Remarks on Game Ontologies”, in DIGAREC Keynote-Lectures 2009/10, edited by Günzel S., Liebe M., and Mersch D, 50 - 69. Potsdam, Germany: University Press 2011. - Aarseth E., Möring S. “The game itself? Towards a Hermeneutics of Computer Games.” Paper presented at the 15th International Conference on the Foundations of Digital Games (FDG 2020), Bugibba, Malta, 15 - 18 September. Foundations of Digital Games (FDG). https://doi.org/10.1145/3402942.3402978 - Jørgensen K. “Players as Coresearchers: Expert Player Perspective as an Aid to Understanding Games.” Simulation & Gaming. 43(3), p. 374 - 390. - Mäyrä F. 2008. An Introduction to Game Studies. Games in Culture. Los Angeles, LA, USA: SAGE Publications. - Redgrave. 2015. Paleblood Hunt. https://docs.google.com/document/d/1JL5acskAT_2t062HILImBkV8eXAwaqOj611mSjK-vZ8/edit - VaatiVidya. YouTube channel. 2012. https://www.youtube.com/@VaatiVidya - Vella D. 2015. “No Mastery Without Mystery: Dark Souls and the Ludic Sublime.” Game Studies. 15 (1). http://gamestudies.org/1501/articles/vella - Vetushinskiy A. S. 2017. “‘Мы Живём в Компьютерной Игре’: Видеоигровая Метафора и её Метафизический Потенциал.” // Filosofskaya Mysl. 10. https://nbpublish.com/library_read_article.php?id=24327. - Vetushinskiy A. S. and Galanina E. V. 2017. “Diversity of Ontologies: Video Games and Virtual Worlds.” Paper presented at the 4th International Multidisciplinary Scientific Conferences on Social Sciences & Arts Survey, Geology, Ecology and Management 2017 (SGEM 2017), Albena, Bulgaria, 22-31 August. Survey, Geology, Ecology and Management (SGEM).