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Interactive Experience
As Myth
A Video Game Concept
Introduction
studied the significance of mythology in society. ‘Dreams are private myths,’ Campbell
wrote, ‘and myths are public dreams.’ Just as the dream symbols emerge from the
dreamer’s unconscious, so does the myth emerge from the collective unconscious of a
society, rich with deep, symbolic imagery that points just beyond the understandable. In
primitive cultures, shamans (or witch doctors) were responsible for providing its tribe
with relevant myths. Today, Campbell wrote, the storytellers and artists have taken on
this role. Myths are stories that people relate to. Although myths may differ according to
its place of origin, they contain variations of the same themes. According to Campbell,
1. To establish and enforce the code, or rules, of the people to which the mythology
belongs.
2. To give one a sense of wonder and participation in the mystery of the universe.
3. To fill every aspect of one's surroundings with this wonder.
4. To guide humans through the various stages of life.
When Lucas created ‘ Star Wars,’ he was mythologizing the new surroundings of
space that society had just begun to incorporate into its worldviews. Science had
expanded the public’s horizons beyond the Earth, and Star Wars supplied this new world
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with an appropriate mythology. But what will the next environment consist of—after
Campbell wrote that the next environment is inner-space. Science has expanded our
horizons of the world at the sub-atomic level. The following project attempts to
The dominant form of media through which a public receives stories is the one ripest
for modern myths. Cinema is the most recent form of media to make itself accessible to
myth. The classic story of Star Wars is an excellent example of the archetypal Hero
Myth, updated and adapted for modern times. Mythology has yet to cross the gap from
cinema to video game; successfully doing so will create, like Star Wars, an unforgettably
successful experience, both commercially and artistically. This game will attempt to
In its simplest form, the Hero’s Journey is one of exile, wandering, and return:
A hero ventures forth from the world of common day into a region of
supernatural wonder: fabulous forces are there encountered and a
decisive victory is won: the hero comes back from this mysterious
adventure with the power to bestow boons on his fellow man.1
The Structure of the game will follow the cycle laid out by Joseph Campbell of the
traditional Hero Quest. In this cycle, Campbell has documented the variations or
1
Campbell, Joseph. “The Hero With A Thousand Faces.” Princeton University Press.
Princeton, New Jersey. 1949.
2
Adapted from ‘Faces,’ By Joseph Campbell.
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Call to
Adventure Elixir
Threshold Crossing
Brother-battle
Dragon battle Help
Offering er
Charm
THRESHOLD OF ADVENTURE Return
Dismemberment Resurrection
Crucifixion Rescue
Threshold Struggle
Abduction Tests
Night-Sea Journey
Wonder journey
Whale’s Belly
Helper Flight – (transformation
s flight, obstacle flight)
Sacred Marriage
Father Atonement
Apotheosis
1. Hero is lured (1.1), carried away (1.2), or else voluntarily proceeds (1.3) to the
2.1. The hero may defeat or conciliate this power and go alive into the kingdom of the
3. Beyond the threshold, the hero journeys through a world of unfamiliar yet strangely
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4.1. The hero’s union with the goddess mother of the world (sacred marriage).
4.4. If the powers have remained unfriendly to him: his theft of the boon he came to
5.1. If the powers have blessed the hero, he now sets forth under their protection
(emissary)
6. At the return threshold the powers must remain behind; the hero re-emerges from the
GAME OUTLINE
A strange disease is afflicting the Earth, The Hero is in a quarantine boat with a scientist
and the scientist’s beautiful daughter. The daughter and Hero are in love. However, the
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Hero is incapable of asking her to wed him because he is afraid—he can’t offer her the
CALL TO ADVENTURE: The boat passes a special nuclear power plant: the Scientist
is stricken with the disease. The Scientist puts his daughter in the machine: The Hero
thinks The Scientist is crazy, tries to rescue her by fighting the Scientist. THRESHOLD
GUARDIAN.
When The Hero overcomes the scientist, a strange BALL OF ENERGY radiates from the
Hero’s chest. The Scientist tells The Hero: 1. To Collect all these energy balls throughout
his quest. 2. His daughter cannot be taken out of the machine until the cure for his disease
is found; she holds the cure within her genes. 3. She cannot leave the machine, he says,
The Hero enters the machine CROSSING THE THRESHOLD. The machine resembles
The Hero finds himself inside a single cell in The Scientist’s body, under attack by the
disease. The machine ha reduced his size and transferred him into the cell. The Hero
Disguises himself as a disease cell: He must not be discovered, staying in formation with
the rest of the enemy cells. The Hero sees that the disease works like bees. Disease cells
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are carrying the mysterious energy balls to the hive and using it for power. The hero
fights Disease Cells, barely makes it into the nucleus of the cell.
Nucleus
The hero meets an army consisting of warriors that look like the scientist’s daughter. The
Hero helps the army defend the outer walls of the nucleus. HELPERS. They retreat into
a DNA molecule, where the Hero is taken to a machine like the one in the boat,
containing the Daughter, asleep: She will not waken until the disease is cured.
The army tells him he must go deeper into the atom to discover the cure. They will
The Hero must slow down time and pass through the atomic field that is everywhere at
once. Inside, he confronts an ‘evil, infected Hero doppelganger.’ That is to say, an evil
version of the Hero. The hero defeats him, finds out the energy balls are Fear. The cells
are storing this Fear in the nuclear reactor on the shore—this is what caused the Scientist
to contract the disease. The Doppelganger is still alive though, and manages to escape.
The Hero is discovered by the disease cells; he must RETURN to the normal world via
MAGICAL FLIGHT:
Molecule (nucleus) - Runs from the now infected army, leaving Fear energy behind to
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The Hero rescues the sleeping Daughter, cures her by releasing his fear of marriage and
THRESHOLD STRUGGLE At the cell wall, The Hero Finds his evil doppelganger
holding the daughter hostage. The Hero defeats Doppelganger. Infected army is cured.
RETURN
The Hero exits the body of the Scientist, where he returns to normal size in room. The
daughter wakes up, as does the Scientist. The three of them must destroy the nuclear
reactor responsible for the disease. When they try to warn the reactor, they realize the
authorities are infected and are trying to kill them. They destroy the reactor, saving the
world. BOON
Return
Rescue – Scientist
Threshold Crossing and Daughter
Brother-battle – the rescued from
fight with the scientist THRESHOLD TO ADVENTURE = disease.
THE SCIENTIST’S MACHINE
Whale’s Belly – The Threshold
Scientist’s body Cell -(disguise/trickery), Struggle Final
Tests Nucleus battle with
DNA Doppelganger at
cell membrane.
DNA Army in Nucleus Helper Flight – Magic flight from
s Atom to normal Size,
leaving Fear in wake of
infected army. (obstacle
flight)
The Atom – Doppelganger (supreme
ordeal)
Elixir theft – cure to the disease = release
of fear
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Commentary
Science is often equated with the religion of the modern world. The scientist, wearing
his white lab coat, constantly awes the layman with his perpetual efforts to learn more
and more about less and less. Science is therefore the backbone of this mythological
journey, as the forces of science are constantly pushing present day perceptions in new,
unpredictable ways. The fact that the Scientist’s daughter holds the cure to the disease,
yet cannot overcome it on her own, symbolizes the secrets of genetic coding that we are
The strange world that the hero passes into is in fact the world of the body—the same
kind of vehicle he has lived in his entire life. The world of the Hero is represented in the
world of a human body, going deeper and deeper into the body’s microcosmic structures
until we arrive at the nucleus of all nuclei. It is at this point where the Hero must
ultimately confront himself. If he cannot overcome those parts of him that manifest from
Fear, he cannot go further. For, as Campbell writes, ‘The agony of breaking through
personal limitations is the agony of spiritual growth,’3 in searching for an answer, the
hero always finds that this answer is wrapped up in some part of himself that he must first
let go of.
The figure of the Scientist’s daughter, frozen in a sleeping state, ‘is a familiar figure
in fairy tale and myth…she is the paragon of all paragons of beauty, the reply to all
desire, the bliss-bestowing goal of every hero’s quest.’4 The Hero’s fear of embracing her
love parallels with the World’s fear, represented by The Disease, which threatens to
3
Faces, Campbell. P. 190.
4
Ibid. p. 110-111.
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In a more developed state, I believe the narrative of the game will draw a player in the
same way a great story does. The majority of games challenge the player, but do not
connect with the player in the same way a great work of Art does. Exploration of the
body, down to the atomic level, is the means by which I hope to provide the player with a
sense of wonder about the universe. Everyone is at least somewhat familiar with the
story’s locations. The different microscopic levels of the body make up the most
allowing these environments to serve the story—on the basis of both individual moments
and the broad, underlying hero cycle—I will be able to bring them to life, consequently
But what about the fourth function of mythology? How does this story guide one
through various stages of life? The release of Fear—of learning to accept Fear as one of
the primary obstacles to personal development of any kind, no matter what stage of
development he or she may be in—is vital to one’s evolution, from beginning to end.