Bitter Roots
Research Mentor(s)
Kiik Araki-Kawaguchi
Description
My video game thesis, Bitter Roots, is a point-and-click visual novel with three major branching narratives. The main story follows Jamie as she tries to rescue her boyfriend, Bobby, who went missing after the diner they work at began serving meat from trees. Major themes explored throughout the game include exploitation under capitalism, environmental degradation, and systemic injustice. As the story progresses, player choices expand the narrative into multiple branches and endings, some better than others. Choice differentiates game writing from other forms of storytelling. Rather than monopolize the storyline, branching narratives fracture plot and declare all endings to be equal. They decenter the author as sole storyteller by elevating the reader to the position of player. In this way, branching narratives offer a form of resistance against dominant cultural narratives involving patriarchy, consumerism, classicism, heteronormativity, and whiteness.
Document Type
Event
Start Date
May 2022
End Date
May 2022
Location
SMATE Library (Bellingham, Wash.)
Department
Creative Writing
Genre/Form
student projects; posters
Type
Image
Rights
Copying of this document in whole or in part is allowable only for scholarly purposes. It is understood, however, that any copying or publication of this document for commercial purposes, or for financial gain, shall not be allowed without the author’s written permission.
Language
English
Format
application/pdf
Bitter Roots
SMATE Library (Bellingham, Wash.)
My video game thesis, Bitter Roots, is a point-and-click visual novel with three major branching narratives. The main story follows Jamie as she tries to rescue her boyfriend, Bobby, who went missing after the diner they work at began serving meat from trees. Major themes explored throughout the game include exploitation under capitalism, environmental degradation, and systemic injustice. As the story progresses, player choices expand the narrative into multiple branches and endings, some better than others. Choice differentiates game writing from other forms of storytelling. Rather than monopolize the storyline, branching narratives fracture plot and declare all endings to be equal. They decenter the author as sole storyteller by elevating the reader to the position of player. In this way, branching narratives offer a form of resistance against dominant cultural narratives involving patriarchy, consumerism, classicism, heteronormativity, and whiteness.