I would like to begin with some useful offshoots from the diegetic branch!
- Diegesis: a term from ancient Greek storytelling which originally means 'narration'. Narratology - the broader humanities field, not the game-crit-debate sub-school - has uses the term to mean, 'the fictional world'. Something which is diegetic exists in the fictional world being suggested or presented. In film, for example, sound and music which exists fictionally is diegetic music (e.g. 'Ride of the Valkyries' in Apocalypse Now), whereas a film score would not be.
- Ludodiegetic. Things which are game/system elements and which are part of the fictional world depicted. Healthpacks are an example of this, as are guns, shooting, enemies shooting at you, etc.
- Heterodiegetic. Things included in the system world but which are not 'supposed' to be fictionally 'real'. They've got one foot in both worlds. Loot glint, objective arrows, hints at the bottom of the screen.
- Non-ludodiegetic. Things wot are in the game but in no way implied to be part of the world. Quicksaving, menu screens.
I think I've got this right. Yang outlines a lot of provisos and complications.
When I thought about this I realised that I was talking around the subject all the time in my games writing. eg in a post I did about
the weird ways people play immersive sims, a lot of it was concerned with the relationship between the world the player is imagining and how the game maps to that imagination with its feedback/affordances. e.g. talking about players who 'ghost' in
Thief, I found that some ghosts valued the diegetic over the ludo and others the ludo over the diegetic. This was most visible in connection to spiders: some said "I don't count spiders as 'spotting me' for the purposes of my ghost run, because, come on, they're just spiders." Others said "I count spiders, spiders cannot see me" and went so far towards that goal that they discovered spiders in
Thief actually
see backwards, from their buttholes. I call this fact "blatantly heterodiegetic", because it is part of the system (presumably a glitch/bug) but definitely not part of any narrative.
While we're at it:
- Affordance. The extent to which the design and properties of an object make different actions easier or harder. An object's affordances are its possibility space, what the object allows and disallows, what it incentivises (through ease) or disincentivises (through difficulty), and what properties of the object lead to this distribution. This has obvious applications to game systems, which are objects which afford us different options to different extents!
Affordance is a great way to get around the problem of how an object (like a game) can be said to have a 'purpose' or 'meaning' without falling back on the idea that its maker defines its meaning (problematic, considering how things escape our intentions) or the idea that it has some intrinsic purpose (defined by God?? What is this substance, 'purpose'?) . i.e. how do you decouple the idea of purpose/meaning from intention (at the one end) or teleology (at the other?). One way is to say that, given a certain context, in this case the human universe of physical and mental capabilities etc etc, meaning and purpose emerges from the extent to which objects afford certain uses. This also allows exegesis of what effects things actually have, subversive readings, and unintended consequences.
My reading of this term as an 'escape' from a theoretical trap, a baby/bathwater separator, is influenced by my approach to literature in texts. In literary theory, it's clear that author intention doesn't necessarily mean shit, and on the other hand that words don't actually have some magical intrinsic meaning which lies within them like a soul. Nevertheless, what allows us to continue making statements about what texts mean (albeit with more complications and qualifications) is the fact that, given a cultural context, different arrangements of signs clearly have properties which make them 'readable' in specific ways. Certain arrangements are more or less readable as having certain meanings, and more or less readable than other arrangements to that end. To me, 'affordance' resembles exactly this theoretical manoeuvre - but applied to objects instead of to writing. And then, when you consider that writing is also an object, the distinction dissolves. Woohoo!