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Video Game Analysis: Fable III

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Fable III Fable III is a video game that encompasses a linear story based on the choices the game player has to make. While playing the game, I encountered moments that alluded to readings and ideologies that we discussed during class. From the very first decision we had to make, there was so clearly the presence of a hegemonic binary. Within the game, there was a heavy sense of what would be considered a good choice and what would be considered an evil choice. The way that society and the game are set up, it creates the predetermined mindset of the norms expected of the character and game player. While playing the game, I had a preconditioned sense of what would be the moral thing to do, and also found myself playing into the societal structures …show more content…

Right away, this already feeds into gender binaries. In class, we've discussed gender and how it is socially constructed within society. The first thing this game does is ask the player to decide which gender they identify most with, which for some people is already a challenge enough to decide in their daily lives. I picked the princess, and initially, the fact that I was a princess made me think that I had to act a certain way and make certain decisions just based on the connotations behind the word 'princess'. I initially assumed I'd have to be dainty and moral but as I got further into the game I realized that my gender had no effect on the physical labor and fighting I would be expected to do. In the beginning of the game, I felt like I was being pushed towards being in a relationship and being romantic with my partner. Since I played as a princess the game gave me no choice in romantic partner other than a man - which perpetuates heteronormative ideologies. I made the decision that I wasn't going to be so lovey-dovey, I didn't feel the need to kiss my love interest while playing. The first few choices that the player is able to make without a doubt perpetuate the heteronormative and hegemonic structures placed within …show more content…

I had to make a choice between saving a loved one or saving civilians; personally, I didn't think twice about saving innocent people because as a player I didn't get a chance to become emotionally attached to the love interest. I think it's interesting that the choice to save the civilians was rewarded as moral, it negates the fact that an innocent person still ends up getting killed. Ironically, towards the end of my time playing, I had to make another choice regarding the life of a person, who was pinned as a bad guy; when I made the decision to kill the mercenary it was considered a bad deed. Very obviously throughout the game, there's a clear sense of what it means to be a good and moral person. It felt like a chore to have to interact with other people in the towns that I'd visited to gain followers. The game would be kind of boring if I didn't stop to interact and be a good person, I felt like there wasn't much opportunity for me to play on the evil side - and maybe that's because I did decide to play a good role throughout playing. I felt like the decision making within the game and what was considered a 'good' choice was heavily influenced by what was structured in society as so, which in a way contradicted because it was so easy to kill off some people and certain animals while my character wanted to help others and had her dog on her side at all

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