Semiotics, Character Design, and the ‘Tank’ Problem

Image 1: Merciless Wanderer, Bloodborne

It is important for many games to convey a lot of information quickly. In Bloodborne, if a player runs into this fellow (see above), they’re going to be making a lot of decisions in a very brief span of time. Will they be able to block this creature’s attack? Likely not, its weapon is both huge and blunt. Will they be able to quickly kill it? Again, no – it is hulking and heavy. But will they be able to outrun this creature? Definitely – it is big, lumbering and covered with chains, which means it must be slow.

This… all sounds a bit obvious though, doesn’t it? Of course this big creature is slow, of course it will take some effort to defeat – but why does that feel obvious? How can a still image carry so much mechanical, functional knowledge? Enter semiology, the study of signs – when properly utilised, by understanding the myths and meaning behind signs, a character’s design can convey so much information at just a glance.

The trouble is, when a sign is used for long enough, it can grow… complicated.

Signs, Signifiers, and Social Constructs

Before we dive into another piece about how video games hate women (fear not, we’ll get there), it’s important to establish what is meant by the word sign. Saussure wrote that signs are made up of two parts: the signifier, which is the thing that conveys information, and the signified, which is the information being conveyed (Saussure, 2011). A big red octagon is the ‘signifier’, and the request that an approaching car stops is the ‘signified’.

Barthes argued that there was a third part, one that must not be lost in the analysis – the sign itself. It is not merely that a signifier expresses the signified, but that there is “a correlation that unites them” (Barthes, 2014, pg. 263). The sign, the “associative total of the first two terms,” (ibid.) is inseparable from its component parts, and vital to Barthes’ concept of “myth”.

“Myth” here refers to a way in which signs are gathered together to convey a message, a thing “constructed from a semiological chain which existed before it” (ibid.). A sign (signifier and signified) is “caught” by a myth, folded into it and built upon – what was once a complete sign becomes only a signifier, a building block, in a greater myth. 

He uses a bouquet of roses as an example; the signifier is the roses, the signified is an expression of romantic affection, together forming the sign of romantic flowers. However, when caught by the myth of traditional romance, the bouquet sign is reduced to a signifier, its paired signified being a grand romantic gesture, likely coinciding with an anniversary or important date. This grand romantic gesture can then become a signifier, denoting a relationship becoming serious, and so on.

In this way, the myth is both collecting and generating meaning. While some myths come and go, the prevailing ones are immortalised in culture; their component signs stripped of original meaning, their legitimacy unquestioned. Why, again, are roses romantic?

Putting the Sign in Character Design

Okay, so what are the signs and myths we find in games? There are plenty that predate games completely: big muscles mean strength, long legs mean speed, and so on. There are myths more firmly centered in games, however – take the triumvirate of DPS, Healer, and Tank.

Image 4: ‘Role Playing Game roles’

The DPS character – that is, damage-per-second – is aptly named; they are there to hit things hard, and are normally quite fragile. The Healers (easy guess) heal and protect their teammates, serving a support role and usually doing so from the safety of the back-line. Lastly the Tank, a wall of defences that welcomes and withstands the damage that would otherwise kill their comrades. 

The aesthetic trimmings will vary between games and genres, but the profiles are immediately recognizable: the DPS is tall, gaunt, dangerous, and sharp. The Healer is soft, bright, warm, delicate. The Tank is big, heavy, cumbersome and blunt.

The value of this is immediate and evident once experienced as a player – being able to distinguish the general function of a character in a crowd from their silhouette alone is what allows for the complexity and scale of a game like Overwatch – a dozen characters fighting all at once, but a seasoned player can keep track of the chaos thanks to this thoughtful design. However, as Barthes would be quick to point out, the “myth” is greedy, and oblivious to the damage it can cause…

The Tank Problem

Alright, pop quiz. Below are a few pairs of characters selected from a few massively popular video games. Which of the pair do you think is the most resilient to damage, the most “tanky”?

The answers are B, A, and A. Huh – that last one is strange, isn’t it? Where is the bulk, the hulk, the lumbering size? Let’s investigate further. These are all of the “tank” characters in Overwatch:

Of the three women present, one is a robot, one is a skinny woman in a robot, and the last is (refreshingly) a big woman. A look into the staggering 140+ characters in League of Legends will yield similar results; here are the tankiest men:

And the tankiest women:

It is here, at the intersection of semiotically-informed character design and market-research that the priorities of a game, or of its producers, are made clear. Men are allowed to be grotesque, deformed, rugged, messy and monstrous – but the women are on the box art, the women sell merchandise, and the women perform well in marketing.

Stuart Hall tells us that “meaning is produced by the practice, the ‘work’, of representation” (Hall, 1997, pg. 14) – that meaning is made, not inherent. When women consistently look like this, even at the functional detriment of the games they exist in, what meaning is being made? And what is being lost among the myth?

Bibliography

Barthes, R. (2014). 9 Myth Today. Ideology.

De Saussure, F. (2011). Course in general linguistics. Columbia University Press.

Hall, S. (1997). The work of representation. Representation: Cultural representations and signifying practices2, 13-74.

Video Games and the Culture of Commodification

Leisure and the Culture Industry

“The man with leisure has to accept what the culture manufacturers offer him.” (Adorno & Horkheimer, 1997, p. 3)

It was the belief of Marxist philosophers Theodor Adorno and Max Horkheimer that art produced under American capitalism, under the culture industry, rendered the audience as passive consumers. All nuance and critical thinking had been stripped away from man’s relationship with the art and products produced by his culture; that “the industry [robbed] the individual of his function.” (p. 3)

They believed that mass culture – art & products catered to and designed for the working-class with leisure time and expendable income – was formulaic and servile. The cultural products so created were doomed to be “cyclically recurrent and rigidly invariable,” (pg. 3) to merely be  “sought after as an escape from the mechanized work process, and to recruit strength in order to be able to cope with it again.” (pg. 9)

Adorno and Horkheimer had little optimism for anything produced by the culture industry. They believed that audiences were robbed of the enlightenment one can find in art, that they were being pacified – catered for with a relentless absolution that resembled the tactics of propaganda.

One must wonder; how would they have felt about video games?

Games as Toys

“Are video games art?” The question has spawned news segments, essays, think-pieces, and countless arguments on forum threads. To truly answer the question, one must first present and defend a comprehensive definition of “art”, which is perhaps too broad a topic for this post. One may have more success asking the question “does anything inherently disqualify games from being considered art?”

One could point to their interactivity, the most obvious distinction between them and other mediums more traditionally accepted as the homes of art – visual art, cinema, literature, etc. Aaron Smuts (2005) argues that such a distinction would be irrelevant, as games have historically been social and communal in nature. He argues that “[t]here is no radical difference here between video games and dance contests or poetry slams.” (pg. 5)

Let’s Play Live 2017

John Storey (1997) wrote of the relationship between “high” and “popular” culture in his book What is Popular Culture? – how Wiliam Shakespear, jazz music, film noir and countless other cultural products eventually “crossed the border supposedly separating popular and high culture.” (pg. 6) Video games are already seen by many as an emergent medium for mature and insightful art, and their perception by the public at-large will continue to shift in the coming decades.

Interactivity, the End of the Passive Consumer

That being the case, there is no reason that interactivity should inherently preclude a work of art from being deemed as-such – in fact, there are many games that utilise this interactivity to tell stories in ways that other mediums never could. 

A villain in the retro-role-playing-game Undertale closes the game entirely after he wins a fight; forcing the player to re-launch the game. One puzzle in the mindful, contemplative The Witness asks the player to stay in one place for 59 minutes, watching a moon slowly move across a screen, while a voice-over monologue muses on the lengths people will go to in search of completion, catharsis.

One last example. In Brothers: A Tale of Two Sons, the player controls two brothers at once – using the left “joystick” to control the eldest, and the right to control the youngest. The player accompanies the pair as they quest through a fantastical world, adventuring and braving challenges. The older brother must frequently help the youngest – he is short where his brother is tall, he is cowardly where his brother is brave, and he cannot swim for his fear of water.

At the end of act two (spoilers) the eldest brother is killed. The player is left to control the younger brother alone; the left hand idle while the right carries on. The effect of this cannot be overstated, the way this boy’s grief and solitude is made personal to the player – it tells its story in a way only games could, and it asks the player to be more than just a passive audience member.

All that said, there is in gaming culture a clear emphasis placed upon “informed consumerism”. Gamers conduct micro-reviews in comment sections and forums, scrutinising a game’s retail price compared to its average play-time. Heated arguments break out over perceived discrepancies between review scores, the mythical “10/10” often the cause of both celebration and furore. One commenter, in their user review of The Witness: “The game became monotonous and I kept on going because I thought I was going to discover a big secret and after all, I had spent $40. Can I get my money back?” (‘loeloe’, 2016)

“Can I get my money back?

At once, the modern gamer wants to both have their passion be legitimised in the world of “high art”, and also be told – on an objective scale of 1 to 10 – how “good” a newly-released game is. How good are the graphics? How good is the story?

Yes, games should be considered as art – also, while I have you, could you sign this petition to have Sony redo the story of The Last of Us 2?

Games can be more than just toys, more than just manipulative, intricately-pandering products of the ever-catering culture industry. Games can be art, obviously – but will gamers let them be?

References

Adorno, T. W., & Horkheimer, M. (1997). Dialectic of enlightenment (Vol. 15). Verso.

Smuts, Aaron (2005) “Are Video Games Art?,” Contemporary Aesthetics (Journal Archive): Vol. 3 , Article 6. Available at: https://digitalcommons.risd.edu/liberalarts_contempaesthetics/vol3/iss1/6

Storey, J. (1997). What is popular culture?. Cultural theory and popular culture: An introduction.

‘loeloe’ (username). (2016) The Witness User Reviews. Metacritic. Accessed June 25, 2021. https://www.metacritic.com/game/pc/the-witness/user-reviews

Included Media

https://apkmody.io/games/fortnite

https://time.com/5824415/video-games-quarantine/

https://elhstalon.net/entertainment/2017/05/04/lets-play-live-2017-experience/

Brothers: A Tale Of Two Sons Coming To Nintendo Switch