Metroid: Other M, the latest game in the Metroid series, was heavily criticized for the contradictory portrayal of its avatar-protagonist, Samus Aran. This paper analyzes these critiques within the twenty-five year history of the Metroid series, noting intersections with literary theory, cognitive science, geography, and cinema. "Mapping Metroid" argues that player dissatisfaction is a result of Other M's inconsistency in balancing gameplay constraints with player agency, and the game's failure at "imperative" storytelling. The maps in Other M and its predecessors are treated in depth, since the relationship between cartographic and gameworld spaces must be "read" dynamically by players to progress; these maps reflect the affordances of each game, and how those affordances contribute to player enjoyment or frustration. The paper concludes with the suggestion that paying attention to signifying spaces may help design better games, and help situate video games within a wider discussion of theories of postmodern subjectivity. Metroid's mapping system, this paper will argue, is the key. Understanding how that system's affordances are constructed in different Metroid installments is central to understanding how each game approaches storytelling. In the first section, I will situate this analysis with certain recent examinations of "narrativity" and space in games, specifically those outlined by Marie-Laure Ryan and Steffen Walz; in particular, I will use a theory of "imperative storytelling" as an interpretative framework that, working within these and other examinations, can be particularly instructive for the analysis of certain video game genres. I will go on to explain the successes of the Metroid series in the second section, and to analyze the problems associated with Other M in the third section, in both cases using an imperative storytelling approach. The final section will draw parallels between successful imperative storytelling and the processes of cognitive mapping that are felt to be integral to subjectivity in theories of postmodernism. This quasi-cartographic focus can in turn help to theorize more broadly a way of MAPPING METROID 3 decoding game objects and spaces (at least in the puzzle/action-adventure game genre 1 ) which would serve two purposes: first, to improve design practices; and second, to articulate how games are uniquely situated as a medium to model contemporary life.
Keywords
Narrative, Space and Video GamesMetroid: Other M has a relatively detailed "plot," told via cinematic cutscenes that features dialogue between identifiable characters; however, it is an outlier in the series, as most of the previous Metroid games have far less in-game storytelling in the conventional sense.Indeed, the lack in many video games of anything more than a simple scenario recounted in aninstruction manual is what has historically led some critics to question the storytelling significance of games in general. But things are perhaps more complicated, and a nuanced view of how we should evaluate the ...