Exterior photo of Smathers Library (formerly Library East) at the University of Florida, photo from the University of Florida Digital Collections

Digital Narratives Conference 2004

Abstract: Siblings (and Doppelgangers) in Video Games

Digital media differs from traditional media not only in terms of formal media structure and interaction, but also in terms of theme and narrative construction. For instance, video games cannot be examined under the traditional Freudian models that are applied to film and print because the primary relationships in video games are not romantic, but sibling relationships. The shift from romantic to sibling relationships change both the ludic space in which the games are played and change the overall movement of these narratives. While many games do follow more conventional romantic storylines, these are often in conjunction with or as a subset to sibling storylines. For instance, both of the early games Super Mario Brothers and The Legend of Zelda are technically princess on pedastal stories, but to read these in a Freudian manner misses the sibling relationships in each. In The Legend of Zelda, Link and Zelda are seemingly brother and sister (Link and Aryll in The Wind Waker are definitely siblings) and Super Mario Brothers predicates first on the relationship between Mario and Luigi and then on their quest to save the princess.

The Resident Evil series epitomizes the significance of sibling relationships because the series is Teen or Mature rated - areas where romantic relationships tend to be more prevalent than in gaming overall. While Resident Evil does have the romantic tension between Jill and Chris Redfield and others, the more significant relationship is that between Chris and his sister Claire. Resident Evil and other games use sibling relationships because they are more familiar relationships for their audience (often sibling sets with absent parents) and because it makes the characters equal, important for designers because designing alternate characters where one is greatly more powerful proves detrimental to gameplay. The flipping of brother-sister pairs in games like Resident Evil – Code: Veronica - concretizes the seemingly simple sibling relationships in video games, but the also twisted relationships of dual character games where the male and female characters are used as interchangeable counterparts for each other in order to add player character choice without disrupting the game narrative. In this paper, I argue that video games must be examined both for the new stories they tell and the new ways in which they tell these stories. For this, I focus on the significance of romantic and sibling relationships in video game narratives to argue for an examination of video games that addresses them in relation to similar media, like fairy tales and comic book teams. I also draw on Deleuze and Guattari’s theories of schizoanalysis to establish a method of studying these sibling relationships.


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