What Does it Mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass
Open accessAbstract
The game King of Dragon Pass (A Sharp 1999) portrays what it is like to live as an Orlanthi, a member of the Storm Tribe. In order to successfully play the game, the player must un- derstand the values that guide a tribe of Orlanthi in a hermeneutic process that requires the constant evaluation of the players’ prejudices of how people should live and be governed. This paper examines the hermeneutic process of interpretation the player goes through and shows how meaning works as a game mechanic in King of the Dragon Pass.
AI snapshot
Written from the paper’s full text.
TL;DR
This paper argues that *King of Dragon Pass* requires players to enter a Gadamerian hermeneutic circle to understand Orlanthi culture, and that this interpretive process functions as a game mechanic. It introduces “hermeneutic challenge” to describe how ambiguity and cultural understanding can create difficulty in games.
Key findings
- In *King of Dragon Pass*, success depends on forming an understanding of Orlanthi values: choices leading to a happy and successful clan show the player has understood what it means to be Orlanthi, while choices leading to an unhappy and unsuccessful clan show misunderstanding.
- The paper analyzes three examples: legal killing/feud (killing is acceptable if not secret murder; there is no option to kill the messenger), favours (the customary amount is 20 cows), and blood-money/wergild (Vingulf confesses and pays compensation for Orlkensor’s life, after which the killing is dealt with and only the insult can be questioned).
- The paper proposes “hermeneutic challenges” as a category of game difficulty focused on ambiguity and cultural understanding, noting that *KoDP* has no kinaesthetic challenges and its difficulty is determined by strategic and hermeneutic challenges.
- Orlanthi clans are described as composed of around 500 to 1000 people, with a clan ring of seven members including the clan chief; the year revolves around five seasons plus the Sacred time.
Methods
- Conceptual/theoretical analysis using game hermeneutics based mainly on Gadamer’s philosophical hermeneutics, distinguishing general game hermeneutics from real-time hermeneutics.
- Uses *King of Dragon Pass* (A Sharp 1999) as a case study, with close readings of specific in-game scenes and examples from the author’s playthrough.
- Main analysis interprets how the player tests pre-understandings or “prejudices” against Orlanthi values in a hermeneutic circle, including discussion of iteration, reloading, randomized narrative scenes, and cultural change.
Limitations
- The paper states that the author’s horizon is necessarily limiting and enabling, and that the game privileges Western values and builds upon Nordic, Germanic, and Celtic myths.
- The paper states that the examples present only one possible playthrough, that narrative scenes are randomized, and that not all choices relate to understanding Orlanthi culture (e.g., how much barley to plant relates to weather and fields).
- Evident from the text: this is a single-author interpretive/conceptual analysis without empirical player data or a generalizable sample; claims about player experience are based on the author’s own playthrough and hermeneutic framework.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
0 of 4 cited sources checked · 0 supported · 0 flagged
- Interpretationreasoning
Meaning works as a game mechanic in King of Dragon Pass.
“This paper examines the hermeneutic process of interpretation the player goes through and shows how meaning works as a game mechanic in King of the Dragon Pass.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
- Interpretationreasoning
Games can use hermeneutic challenges as a game mechanic.
“Additionally, this paper presents a category of challenges related to interpretation, showing how games can use hermeneutic challenges as a game mechanic.”
Quote in the paperSubstantial claim
- Classified as probably not a substantial claim. 46
- May combine two claims. 21
Classified as probably not a substantial claim. May combine two claims.
Findingown dataVingulf pays wergild, or blood money, for Orlkensor's life, and the act is not secret murder because he acknowledges he has done it.
“Vingulf does not try to hide his actions.When accused of the deed, he confesses -and pays wergild, or blood money, for Orlkensor's life.The act is not secret murder, because he acknowledges he has done it.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingnone givenIt is a matter of honour for Orlanthi to give what is asked, although unreasonable demands will be seen as dishonourable and refused.
“It is a matter of honour for Orlanthi to give what is asked although unreasonable demands will be seen as dishonourable and refused.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Probably not a substantial claim: may not pass S4 (based). May combine two claims.
FindingreasoningBad interpretations are punished by difficulties in proceeding and eventual failure, while good interpretations are rewarded with success.
“Bad interpretations are punished by difficulties in proceeding and eventual failure, while good interpretations are rewarded with success.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingnone givenIn Orlanthi culture, killing somebody is acceptable as long as it is done honestly; a knife in the back is abhorrent and attracts the attention of evil gods.
“Killing somebody is acceptable, as long as it is done honestly -a knife in the back is abhorrent and attracts the attention of evil gods.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataIn Orlanthi culture, a favour is a relatively established unit of value, exchangeable into different actions or goods.
“A favour is a relatively established unit of value, exchangeable into different actions or goods.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThe customary amount for exchanging a favour with the Gorind clan is 20 cows.
“The tutorial box on the bottom right corner suggests that I choose 20 cows, which is the customary amount.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingnone givenIf the player chooses according to the traditions when refugees arrive, either making the refugees thralls or adopting them as full members of the clan, the ancestors reward this choice with more magic.
“If the player chooses according to the traditions, either making the refugees thralls or adopting them as full members of the clan, the ancestors reward this choice with more magic.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
FindingreasoningGoing against the clan's starting choices leads to the ancestors being unhappy and taking away the player's magic.
“Going against these choices leads to the ancestors being unhappy and taking away your magic.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
FindingreasoningPlaying the game according to the clan's starting choices means honouring the clan's traditions and ancestors, who reward the clan with more magic.
“Playing the game according to these choices means honouring your clan's traditions and ancestors, who reward the clan with more magic.”
Quote in the paperNot a substantial claimMay combine two claims.
FindingcitationKing of Dragon Pass does not feature any kinaesthetic challenges, so its difficulty is determined by strategic and hermeneutic challenges.
“KoDP does not feature any kinaesthetic challenges (cf.Karhulahti 2013), so the difficulty is determined by strategic and hermeneutic challenges.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Karhulahti 2013
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim. May combine two claims.
Findingown dataFeuding clans openly declare that they are each other's enemies, and killing members of a feuding clan is accepted, even encouraged.
“Feuding clans do so openly, declaring that they are each other's enemies.Killing members of a feuding clan is accepted, even encouraged.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingnone givenOrlanthi have a distinct, Celtic-influenced culture, and name themselves after their main god, the storm god Orlanth.
“Orlanthi have a distinct, Celtic-influenced culture, and name themselves after their main god, the storm god Orlanth (reminiscent of Thor and Zeus).”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Classified as probably not a substantial claim.
Findingnone givenWhen starting the game, the player is presented a list of options on several narrative questions that determine what kind of clan they will be playing.
“When starting the game, you are presented a list of options on several narrative questions that determine what kind of a clan you will be playing.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
FindingreasoningReal-time interpretations affect whether the player is successful in completing the game.
“These real-time interpretations affect whether the player is successful in completing the game.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
FindingreasoningThe clan ring's opinions are carefully written not to give out the correct answers, but different views on the current situation.
“However, just listening to the ring is not enough: their opinions are carefully written not to give out the correct answers, but different views on the current situation.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S4 (based).
Findingnone givenKing of Dragon Pass portrays what it is like to live as an Orlanthi, a member of the Storm Tribe.
“The game King of Dragon Pass (A Sharp 1999) portrays what it is like to live as an Orlanthi, a member of the Storm Tribe.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Classified as probably not a substantial claim. May combine two claims.
FindingreasoningWhen Orlanthi attack and kill members of a feuding clan on the battlefield, this is not wrong because it won't be secret murder; killing itself is not bad, only if it is done dishonestly.
“When they attack my clan and kill its members on the battlefield, this is not wrong because”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Classified as probably not a substantial claim. May combine two claims.
Findingnone givenThe game randomises the narrative scenes the player is shown, so reloading a game might result in encountering different scenes, or the same scenes in a different order.
“The game randomises the narrative scenes the player is shown, so reloading a game might result in encountering different scenes, or the same scenes in a different order.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingnone givenIf the player decides to free their thralls, their ancestors are unhappy and take away some of the clan magic.
“If the player decides to free their thralls, their ancestors are unhappy and take away some of the clan magic.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
FindingreasoningIn the Orlkensor Bronzebones example, it is certain that the events will happen in the order presented, but the conclusion of that small narrative is not certain.
“In the example of Orlkensor Bronzebones discussed above it is certain that the events will happen in the order presented, but the conclusion of that small narrative is not certain.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
InterpretationreasoningDifferent endings of the Orlkensor narrative shed light on different aspects of Orlanthi culture: friendship, love, violence, law and how these all intertwine in Orlanthi lives.
“Different endings also shed light on different aspects of Orlanthi culture: friendship, love, violence, law and how these all intertwine in Orlanthi lives.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
InterpretationreasoningIt is impossible to proceed in King of Dragon Pass without forming an understanding of Orlanthi culture and making correct choices based on that understanding.
“As the examples discussed in this paper show, it is impossible to proceed in KoDP without forming an understanding of Orlanthi culture and making correct choices based on that understanding.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Classified as probably not a substantial claim.
PremisecitationKing of Dragon Pass draws heavily from the fictional universe of Glorantha, a fantasy world created by Greg Stafford and featured in board- and role-playing games, most notably RuneQuest.
“KoDP draws heavily from the fictional universe of Glorantha, a fantasy world created by Greg Stafford and featured in a number of board-and role-playing games, most notably RuneQuest”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Perrin 1978
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningFollowing the advice of more warlike members of the ring can lead to more confrontations than any Orlanthi clan can handle.
“Similarly, following the advice of more warlike members of the ring can lead to more confrontations than any Orlanthi clan can handle.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
InterpretationreasoningThe exchange in the killing-legally example is probably in stark contrast with the everyday ethics the player is accustomed to, where any intentional killing is seen as a breach of ethics, with the possible exception of euthanasia.
“The exchange is probably in stark contrast with the everyday ethics the player is accustomed to, where any intentional killing is seen as a breach of ethics (with the possible exception of euthanasia).”
Quote in the paperNot a substantial claim- Rests on an assumption: The everyday ethics of the player treat any intentional killing as a breach of ethics, with the possible exception of euthanasia.
Classified as probably not a substantial claim.
InterpretationreasoningThe line of argumentation in the paper shows that games in general could be used for developing cultural understanding.
“This paper uses KoDP and Orlanthi as a fictional example of cultural understanding, but this line of argumentation shows that games in general could be used for developing cultural understanding.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Probably not a substantial claim: may not pass S4 (based).
Interpretationnone givenTo successfully play King of Dragon Pass, the player must understand the values that guide a tribe of Orlanthi.
“In order to successfully play the game, the player must understand the values that guide a tribe of Orlanthi in a hermeneutic process that requires the constant evaluation of the players' prejudices of how people should live and be governed.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Classified as probably not a substantial claim.
InterpretationreasoningPlayers do not typically have a perfect understanding of a game, just good enough to go on.
“Importantly, this means that players do not typically have a perfect understanding of a game, just good enough to go on.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationreasoningListening exclusively to the clan trickster can have disastrous consequences, as the trickster's purpose is to question Orlanthi values and customs.
“For example, listening exclusively to the clan trickster can have disastrous consequences, as the trickster's purpose is to question Orlanthi values and customs.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
InterpretationreasoningOnly by forming a sufficient understanding of Orlanthi culture can the player succeed in King of Dragon Pass.
“Only by forming a sufficient understanding of Orlanthi culture the player can succeed in the game.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
InterpretationreasoningAfter Vingulf pays wergild, retaliation against him is not an option because it is simply not an Orlanthi thing to do.
“Holding a grudge after that would be possible, but retaliation against Vingulf is not an option -it is simply not an Orlanthi thing to do.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Classified as probably not a substantial claim.
InterpretationreasoningIn order to succeed in King of Dragon Pass, the player forms an understanding of what it means to be Orlanthi.
“The player tests their expectations against their experiences of the game, and in order to succeed in the game, forms an understanding of what it means to be Orlanthi.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningBy embracing ambiguity, interpretative challenges and problems in understanding, games could conquer new areas of difficulty.
“By embracing ambiguity, interpretative challenges and problems in understanding, games could conquer new areas of difficulty.”
Quote in the paperNot a substantial claim- Rests on an assumption: Traditionally, games have shied away from interpretive challenges and focused on either kinaesthetic or strategic challenges.
- Rests on an assumption: Normally, when a player has problems related to understanding a game, it is thought to be a failure in game design; games usually aim for ease of interpretation in their systems, design and interface.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone givenThe game itself privileges certain prejudices and interpretations by building upon a Western mythology.
“However, the game itself privileges certain prejudices and interpretations by building upon a Western mythology.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown dataIn Orlanthi culture, after a killer pays the proper compensation, the killing itself has been dealt with; only the insult can be questioned at that point, not the killing.
“Note that the killing itself has now been dealt with, as Vingulf has paid the proper compensation for the killing.It is only the insult that can be questioned at this point, not the killing.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.
InterpretationreasoningIt is not enough to simply make a game difficult to understand; that leads only to frustration.
“However, it is not enough to simply make a game difficult to understand.That leads only to frustration.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
InterpretationreasoningChoices that lead to a happy and successful clan show that the player has understood what it means to be Orlanthi, while choices that result in an unhappy and unsuccessful clan show the player that they have misunderstood how Orlanthi should be governed.
“Choices that lead to a happy and successful clan show that the player has understood what it means to be Orlanthi, while choices that result in an unhappy and unsuccessful clan show the player that they have misunderstood how Orlanthi should be governed.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Classified as probably not a substantial claim.
InterpretationreasoningGames for developing cultural understanding are not limited to the cultural simulations usually used for training intercultural communication; similar goals could be achieved with more traditional games.
“These are not limited to the cultural simulations usually used for training intercultural communication, but similar goals could be achieved with more traditional games.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningIf the player interprets the situations facing them correctly, they succeed in making correct judgements in the choices the game presents to them.
“If the player manages to interpret the situations facing them correctly, they succeed in making correct judgements in the choices the game presents to them.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningBy forming an understanding of what is properly Orlanthi, the player learns to control the extremes of what different Orlanthi want and find solutions that are both contextually correct and in accordance with the customs.
“By forming an understanding of what is properly Orlanthi the player learns to control the extremes of what different Orlanthi want and find solutions that are both contextually correct and in accordance with the customs.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
InterpretationreasoningA surprise attack against a group openly declaring their intentions would be against Orlanthi values.
“Again, a surprise attack against a group openly declaring their intentions would be against Orlanthi values.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Classified as probably not a substantial claim.
InterpretationcitationPlaying King of Dragon Pass requires entering a hermeneutic circle of interpretation in which the player's understanding of ethics and law encounters Orlanthi values.
“Playing the game requires entering into a hermeneutic circle of interpretation, where the player's understanding of ethics and law encounter the values of Orlanthi”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
May combine two claims.
InterpretationreasoningOrlanthi culture is not monolithic; there are different practices and norms within it.
“Instead, it is a reminder that cultures are not monolithic -there are different practices and norms within the Orlanthi culture.”
Quote in the paperSubstantial claim- Rests on an assumption: Cultures are not simple monoliths and even fictional cultures do not need to be entirely homogeneous.
Classified as probably not a substantial claim. May combine two claims.
InterpretationcitationIn many cases, playing against the Orlanthi system will not have immediate catastrophic consequences, but will slowly make the clan weaker, more miserable and more likely to feud with neighbours.
“In many cases, this will not have immediate catastrophic consequences, but will slowly make your clan weaker, more miserable and more likely to feud with their neighbours -like driving against the traffic: possible but inadvisable.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Dyer-Witheford and Peuter (2010)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
InterpretationcitationWhen a new player starts playing King of Dragon Pass, they enter a hermeneutic process of trying to understand the game based on their earlier experiences in life.
“When a new player starts playing KoDP, they enter into a hermeneutic process of trying to understand the game based on their earlier experiences in life”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Gadamer 2004
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
InterpretationreasoningThe transaction between clans shows how Orlanthi view matters related to killing others and how they understand the value of life.
“This transaction between clans shows how Orlanthi view matters related to killing others and how they understand the value of life.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Classified as probably not a substantial claim. May combine two claims.
InterpretationreasoningThe player enters the hermeneutic circle with preconceived ideas of justice, morality, and social order, which are soon tested against the ideals of Orlanthi culture.
“In the case of KoDP, the player enters the hermeneutic circle with preconceived ideas of justice, morality, and social order.These ideas are soon tested against the ideals of Orlanthi culture.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationreasoningAsking more than the customary amount would be against Orlanthi customs, and the Gorinds might decline.
“I could also ask more, in which case the Gorinds might decline, because that would be against the customs.”
Quote in the paperNot a substantial claim- The authors state this as an assumption: The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
Classified as probably not a substantial claim. May combine two claims.
Interpretationnone givenHermeneutic challenges focus on ambiguity and cultural understanding but provide consistency that minimises arbitrariness.
“Hermeneutic challenges focus on ambiguity and cultural understanding but provide consistency that minimises arbitrariness.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningKing of Dragon Pass seems to be exemplary in demonstrating how hermeneutic challenges could be designed.
“KoDP seems to be exemplary in demonstrating how this could be done.”
Quote in the paperNot a substantial claim
The authors state this as an assumption.
The portrayal of Orlanthi culture in King of Dragon Pass is coherent and builds an understandable and meaningful picture of Orlanthi culture.
“The following discussion proceeds with the assumption that the portrayal is coherent and builds an understandable and meaningful picture of Orlanthi culture.”
The paper relies on this without support.
Cultures are not simple monoliths and even fictional cultures do not need to be entirely homogeneous.
“Of course, cultures are not simple monoliths and even fictional cultures do not need to be entirely homogeneous.”
The paper relies on this without support.
The everyday ethics of the player treat any intentional killing as a breach of ethics, with the possible exception of euthanasia.
“The exchange is probably in stark contrast with the everyday ethics the player is accustomed to, where any intentional killing is seen as a breach of ethics (with the possible exception of euthanasia).”
The paper relies on this without support.
The culture portrayed in King of Dragon Pass probably differs from what most players are accustomed to in their daily lives.
“Nevertheless, the culture portrayed in KoDP probably differs from what most players are accustomed to in their daily lives, which is the crucial point for my analysis.”
The paper relies on this without support.
Traditionally, games have shied away from interpretive challenges and focused on either kinaesthetic or strategic challenges.
“Traditionally, games have shied away from interpretive challenges and focused on either kinaesthetic or strategic challenges.”
The paper relies on this without support.
Normally, when a player has problems related to understanding a game, it is thought to be a failure in game design; games usually aim for ease of interpretation in their systems, design and interface.
“Normally, when a player has problems related to understanding a game, it is thought to be a failure in game design; games usually aim for ease of interpretation in their systems, design and interface.”
Cites
Playing Research: Methodological approaches to game analysis
Aarseth, E. (2007) · Artnodes · doi:10.7238/a.v0i7.763 · Cited by 413 · cited 1× · see citing works
“Learning to -- 12 -- understand Orlanthi culture is as central in KoDP as learning to jump is in Super Mario Bros. (1985) or learning to shoot is in Call of Duty (2003).”
(2012) · Nursing Standard · doi:10.7748/ns2012.02.26.22.26.p7436 · Cited by 54
Grondin, J. (2015) · doi:10.1002/9781118529812.ch34 · Cited by 46 · cited 1× · see citing works
“This process has traditionally been called the hermeneutic circle , the constant interplay between having an idea of what something is like ( prejudice or pre-understanding ) and forming a new interpretation of it when encountering it anew (see Grondin 2016).”
Real-time hermeneutics: meaning-making in ludonarrative digital games
Arjoranta, J. (2018) · doi:10.31237/osf.io/uep74 · Cited by 21 · see citing works
Self-citationLudology, Narratology and Philosophical Hermeneutics
Arjoranta, J., & Karhulahti, V.-M. (2014) · DiGRA Digital Library · doi:10.26503/dl.v2014i2.703 · Cited by 4 · cited 1× · see citing works
“Other hermeneutical approaches are also possible (e.g., Arjoranta and Karhulahti 2014; Karhulahti 2015; Leino 2010), but not as relevant for the current analysis.”
Self-citationDo We Need Real-Time Hermeneutics? Structures of Meaning in Games
Arjoranta, F., & Jonne, F. (2011) · DiGRA Digital Library · doi:10.26503/dl.v2011i1.595 · Cited by 1 · cited 1× · see citing works
“The other sense relates to the interpretations the player has to make during a game, and is here called real-time hermeneutics (cf. Aarseth 2003; Arjoranta 2011).”
Self-citation
Flagged first, then by citations
14 of the 20 references couldn’t be matched to a known paper.
Research works printed but not linked: 5
- Aarseth, Espen. 1997. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.
- Dyer-Witheford, Nick, and Greig de Peuter. 2010. "Games of Multitude." The Fibreculture Journal, no. 16. http://sixteen.fibreculturejournal.org/games-of-multitude/.
- Gadamer, Hans-Georg. 1977. Philosophical Hermeneutics. Edited by David E Linge. Translated by David E. Linge. Berkeley (Calif.): University of California Press.
- ---. 2015. "Hermeneutics and Ludocriticism." Journal of Game Criticism 2 (1). http: //gamescriticism.org/articles/karhulahti-2-1.
- Leino, Olli Tapio. 2010. "Emotions In Play: On the Constitution of Emotion in Solitary Computer Game Play." Dissertation, IT University of Copenhagen.
- Authors
- Arjoranta, J.
- Affiliations
- University of Jyväskylä (FI)
- Corresponding author
- Arjoranta, Jonne
- ORCID
- Arjoranta, Jonne
- Venue
- DiGRA Digital Library
- Published
- 2016-01-01
- Volume
- 13
- ISSN
- 2342-9666
- OpenAlex
- W2558234125
- Semantic Scholar
- 211fcc4edd33c175cc838c9d264bf7918b8128dc
- Cited by
- 0
- References
- 20
- FWCI
- 0.00
- Type
- conference paper
- Language
- en
- Open access
- gold
- doi.org
- Licence
- cc-by-sa
- Locations
- Jyväskylä University Digital Archive (University of Jyväskylä) (submittedVersion, cc-by-sa)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Arts and Humanities › Philosophy › Hermeneutics and Narrative Identity
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- hermeneutics, game mechanics, role-playing games
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-19.
Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-19.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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