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<li><a href="index.html">CONSOLE</a></li>
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<li><a href="about.html">ABOUT</a></li>
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<li><a href="./event/">EVENT</a></li>
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<div id="content"><h1 id="papa-louies-ghosteria">Papa Louie’s Ghosteria</h1>
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<h2
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id="papa-louies-ghosteria-is-a-comic-like-fan-fiction-written-by-us">Papa
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Louie’s Ghosteria is a comic-like fan fiction written by us</h2>
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<p>Following a discussion about the texts <em>Notes on Deconstructing
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The Popular</em> by Stuart Hall and ‘Game Modding: Cross-Over Mutation
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and Unwelcome Gifts’ from <em>The Player’s Power to Change the Game</em>
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by Anne-Marie Schleiner, we started dissecting the ideology behind the
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games we have played as children. To do that, we utilised several
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prompts to help us examine the ideology that two popular video games
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enforce through their narrative and gameplay.</p>
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<p>The list of questions we needed to answer while playing the game
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includes:</p>
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<p>What are the win conditions?</p>
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<p>If the game is quest based, what types of quests are you asked to
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complete?</p>
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<p>What is the gameplay?</p>
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<p>What is the narrative?</p>
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<p>How much space is there for alternative ways of playing this
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game?</p>
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<p>What is missing?</p>
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<p>What type of relationships are you allowed to form?</p>
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<p>What is the role of non-player characters?</p>
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<p>What are the requirements for surviving the game?</p>
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<p>Which behaviours are rewarded?</p>
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<p>What real-world values are reproduced in the game you are
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playing?</p>
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<p>How are you situated in the hierarchy of the game?</p>
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<p>What change in status is promised?</p>
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<p>What are you being trained for?</p>
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<p>What fantasies are lived out or explored?</p>
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<p>Our team — Irmak, Ada and Boyana — worked on the famous Papa Louie:
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When Pizzas Attack. Soon after we started investigating the game, its
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elements and modifications, we discovered that other players had already
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written heaps of fan fiction about it. We were bewitched by the
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multitude of stories fans have written and the really good memes they
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have created about Papa and his businesses. Yes, plural. Papa’s
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Freezeria. Sushiria. Donuteria. Burgeria. PanCakeria. CupCakeria. Taco
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Mia. Taco Mia To Go. You name it.</p>
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<p>After spending some time analysing the ideology behind the game, we
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discovered a few elements that reinforce a capitalist narrative, such as
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the need to fight to survive and collect coins to purchase weapons. In
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response, we decided to create a new version of the game with a
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storyline that focuses on healing and coping as a response to grief and
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loss, rather than violence. To link the new storyline to SIXX’s topic we
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added ritualistic elements as actions during the gameplay.</p>
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<p>What was changed was the topic, purpose and outcome of the game. Papa
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no longer fought to save his customers, but he dealt with his loss and
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grief over what happened. Our version promoted rest and rituals for
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healing instead of revenge-seeking, violence and toxic pizzeria
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culture.</p>
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<p>We started by putting some keywords and suggestions on a blackboard
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about “How To Cope With Grief” and “How to Use Rituals and Ceremonies to
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Overcome Grief” to define what Papa Louie lost and what rituals could
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help him heal.</p>
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<figure>
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<img src="papa-louie-story.jpg" alt="The Storyboard" />
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<figcaption aria-hidden="true">The Storyboard</figcaption>
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</figure>
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<p>We then made a comic-like storyboard that visualised the new
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narrative for Papa Louie’s Ghosteria. To create a few scenes depicting
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some of the five levels we outlined, we used an app called Papa Louie
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Pals. The images turned out pretty nice! Playing around with the app was
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fun mainly because it allowed us to materialise our idea in just a
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couple of hours.</p>
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<p>The gameplay revolves around things Papa lost and the needs he needs
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to fulfil. Different types of losses are organised into the five levels
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of the game:</p>
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<ol type="1">
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<li>loss of safety (innocence, physical safety)</li>
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<li>loss of community (clients, belonging)</li>
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<li>loss of future (hope, dreams)</li>
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<li>loss of identity (dignity, making things himself)</li>
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<li>loss of labour (money, time, effort, pizza)</li>
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</ol>
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<p>To cope with grief Papa Louie performed various rituals, each
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unlocking a new stage in his grieving process and healing from that
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loss. Rituals thus are the actions players needed to execute at each
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level.</p>
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<p>And so our story went like this: <em>The Onion Ring Mafia kidnapped
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Papa Louie’s clients, and he lost his Pizzeria. However, along with this
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external change, he lost his identity as a pizza owner/maker. He was
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full of grief and sought ways to cope with grief and ease himself. He
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tried different rituals throughout this process, built his new identity
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and overcame his troubles.</em></p>
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<div class="comic-image-main">
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<figure>
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<img src="papa-louie-final.jpg" alt="The Comic" />
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<figcaption aria-hidden="true">The Comic</figcaption>
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</figure>
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</div>
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<div class="small-images">
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<figure>
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<img src="Papa-new-identity.jpg" alt="Papa’s new identity" />
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<figcaption aria-hidden="true">Papa’s new identity</figcaption>
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</figure>
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<figure>
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<img src="Papa-on-therapy.jpg" alt="Papa in therapy" />
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<figcaption aria-hidden="true">Papa in therapy</figcaption>
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</figure>
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<figure>
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<img src="Papa-tomato-pet.jpg" alt="Papa’s pet tomato" />
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<figcaption aria-hidden="true">Papa’s pet tomato</figcaption>
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</figure>
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<figure>
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<img src="New-Papa-friends.jpg" alt="Papa’s new friends" />
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<figcaption aria-hidden="true">Papa’s new friends</figcaption>
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</figure>
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</div>
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<h2 id="papa-louies-text-adventure-healing">Papa Louie’s Text-Adventure
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Healing</h2>
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<p>Following this comic production, a small text-adventure Pyhton game
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was developed following the same storyline. The game was fundamentally
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an explorative game in which the player could follow four levels of
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healing. Playing as Papa Louie and helping him heal his shattered soul,
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the player would go into each room and type “take” or “carry” to pick up
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possibilities for healing. The possibilities for each room were:</p>
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<pre><code>1. empty pizzeria: [closure, catharsis, anger]
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2. living room: [connection, understanding, support]
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3. study room: [expression, hope, new experiences]
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4. bedroom: [self-discovery, self-care]
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5. kitchen: [work, nourishment, purpose].</code></pre>
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<p>Once one had picked up enough healing chances, the game would end and
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thank you for healing Papa. The following picture shows the introductory
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illustration.</p>
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<div class="centered-image">
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<figure>
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<img src="healinggame.png" alt="" />
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<figcaption aria-hidden="true"></figcaption>
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</figure>
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</div>
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</div>
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</body>
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</html>
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