Narrative 3

A Walk in the Park is an entertaining video game that is centered around the mutualistic relationship of a dog and his elderly owner.  The owner is handicapped and is confined to a wheelchair while the dog is able to move and jump around.  The leash that connects the two characters allows the gamer to move the dog and consequently move the old man.

The game starts with an easy level in which the gamer moves the dog, and therefore the man, towards a green popsicle.  You find out that reaching the popsicle will take you to the next level. With each of the beginning levels, you are introduced to different obstacles within the game.  There are different tools you can use to help you progress, such as a helicopter hat and a short bunny.  The hat can be used to fly to higher levels and the bunny can crawl into small spaces that have buttons to open gates.  As I continued the game, I learned that all of the dog treats on the screen have to be collected before the popsicle appears.  This can be difficult to do with gaps in the walkway.  The up arrow can be used to make the dog jump, however the man only feels the effects of the dog's movement.  For instance, if the dog has to jump from one platform to the next, the man will follow but he will fall first.  The leash will keep him attached and he will eventually be pulled up by the dog.  This aspect emphasizes the man's reliance on the dog.

The graphics of the game are simple and appealing.  The dog is small and cute and the old man is sitting in the chair with a guitar.  He seems like a nice man who would go to the park to enjoy the outdoors.  All of the tools that you can use are normal objects to be in contact with a dog.  The dog treats and popsicles are things dogs would want, so completing the objective seems natural.  Each scene of the game is small and confined.  The platforms and walkway for the dog and man change, but the course is not large and complex.  Before you start each level, the game gives an image of the entire scene so that the gamer knows where to go.  It also gives hints about how to use the tools to advance in the game.

Within dreams, there sometimes is an archetype of the Divine Child.  This image "represents the childlike forces in our lives" (Adams).  It often symbolizes creativity and energy, characteristics that children usually possess.  In A Walk in the Park, the dog is the symbol of the Divine Child.  Although it is small, the dog is able to help the old man reach each new level.  Much like people's memories of their childhood, the dog and the man cannot be separated.  The leash connects them and the bond cannot be broken.  The gamer plays the game through the dog, and the popsicle cannot be reached without it.  Throughout life, people experience things as a result of where they have been and what happened throughout their childhood.  The dog is able to jump and move in all directions revealing his great energy.  The gamers ability to cause their own movement with the dog inspires creativity.  This intuitive aspect of the game reflects the image of a child because most children are able to create new and exciting things easily.

The old man's persona is clearly defined within the game.  His gray hair, wheelchair and glasses make it obvious he is old and unable to complete tasks independently.  The significance of the dog as a Divine Child is solidified when the old man and dog are put together; the man would be stuck without his furry friend.  The dog's energy and ability to complete complex tasks helps the man move forward.  The objective of the game is not confusing when the gamer sees the old man.

This game has a relation to one of the famous legends of the Choctaw Indian tribe (Mould).  In the legend, a spirited and motivated dog offers to help an old man hunt for food.  The man, unable to provide for his family, needed help to search through the woods and survive his hunt.  The dog was eager to assist his friend in need and proceeded to help the man hunt enough food for his family.  Although the old man is not hunting in A Walk in the Park,  the dog does help him reach new levels and enjoy his day.  There is a mutualistic bond between the two as the dog gets treats (dog bones and popsicles) and the man gets to see the park.  Both the dog in the game and the legend use their abilities to help someone less privileged.

A Walk in the Park is a reflection of the interpersonal relationships of today's society.  The pair of very different characters come together to accomplish a goal.  The younger and more capable character uses his skills to help the older and less capable one.  We can see throughout various aspects of life, including education, healthcare and more that the more privileged help those who are less fortunate.  Teachers who have been through training and know their subjects impart their wisdom upon their students.  The government collects money from those who are wealthy and redistributes that wealth to help the underprivileged.  We constantly see how generosity is spread, and this game is a clear picture of this relationship.

Just as James Hall describes in his book Jungian Dream Interpretation, dreams, and therefore games, can reveal to us attitudes and behaviors of the gamer.  In this game, the gamer takes on the role of the dog who helps the man, teaching us to help others.  The player is encouraged to do all he or she can to get the old man through the park.  Along the way, the dog gets rewards of his own, such as dog treats and popsicles.  The game clearly depicts how being kind and generous with our time and efforts can help everyone have a better life.

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