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Final Research Paper
Final Research Paper
Final Research Paper
actively require audience interaction. This means that in video games, there is the explicit
narrative, the plot, and the implicit narrative, the story. Both aspects are relevant, and the latter
arguably more so. This is because many easter eggs and lore can be hidden implicitly and it's up
to players to dissect it. If they wish to of course. In this paper, I argue that the implied narratives
of games, using Arknights as an example, are shown through visual semiotics of aesthetics and
dynamics as observable by its colour choice, staging techniques, and references to real-life
objects.
This paper uses the concept of semiotics, namely visual semiotics. Semiotics is “an investigation
into how meaning is created and how meaning is communicated." It looks at how visual and
linguistic signs and symbols create meaning. There are signifiers, the symbol, and the signified,
the meaning-making (Turner, 2023). In games, these visual signifiers are taken from the latter
“particular components of the game, at the level of data representation and algorithms” (Hunicke
et al., 2004). Dynamics is the “run-time behaviour of the mechanics acting on player inputs and
each others’ outputs over time” (Hunicke et al., 2004). Aesthetics refers to the “ desirable
emotional responses evoked in the player when she interacts with the game system” (Hunicke et
al., 2004). All three categories are interconnected and can’t stand individually in games,
however, the viewer will only truly experience dynamics and aesthetics.
To understand this paper better, be aware that Arknights is a tactical role-playing game mixed
with tower of defence. It is strictly single-player. It also has a gacha system where players can
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collect unique characters to use in completing levels. The story of Arknights takes place in the
dystopian fictional world called Terra, a futuristic version of Earth. Its inhabitants have animal
traits and the world is constantly facing catastrophes which are ecological disasters of various
sorts, thus forcing inhabitants to adopt a nomadic life. A side effect of the catastrophes is
Originium, a black crystalline mineral that is a viable source of energy and engineering minerals
and serves as the catalyst of magic-like powers known as originium arts. Though useful, it is
incredibly harmful as constant exposure leads to a terminal disease named oripathy. Throughout
the whole story of Arknights, it is a pandemic plaguing the whole of Terra. Transmission of the
disease only happens upon the death and crystallisation of victims but regardless, carriers of this
Arknights also have smaller side stories that can be unrelated to the main premise. One such is
the Il Siracusano side story which this paper focuses on. Il Siracusano features Siracusa, a nation
in Terra, and its controlling mafias. The protagonist is named Texas who returns to Siracusa and
travels to the city of Volsinii to complete a mission from the heir of a mafia famiglia which is
revealed to be an oath from years ago. This also becomes her first step in severing any ties she
has with her past. Here she will collide with the deuteragonist, Lappland, who assists her even
with their broken friendship. Other characters that are almost if not just as important as Texas
and Lappland are Penance and Vigil. In the midst of this plot progression, these 4 characters
would come together to reform Siracusa’s political system that has been so corrupted by the
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The first and most obvious thing that Arknights does is express sombreness through its aesthetics
based on colours, visual style, and environment. The signifier of colours includes 4 elements:
hue, saturation, modulation, and articulation of tone (Matumoto & Gonçalves-Segundo, 2022). In
the game event, the hues are blue, red, and brown and each hue is modulated. Additionally, each
colour is extremely desaturated, though having good tone articulation, so that shades of grey
become dominant. Except for blue which becomes sort of an accent colour throughout the
visuals. These colours signify emotions. Blue means that they “seek meaning and significance in
life” and that they “value unity and integrity in their relationships”, red represents “energy, war,
danger, strength, power, determination as well as passion, desire, and love”, brown represents
“dependability, reliability, and resilience” (van Braam, 2015), and grey is “unattached, neutral,
impartial and also indecisive” (van Braam, 2015a). Additionally, the lack of desaturation for blue
draws emphasis on the colour and subsequently what it represents. Otherwise, the overall lack of
saturation produces something that resembles a noir-esque vibe which is monochromatic. This
style is commonly known to be pessimistic since its themes usually play around crime, violence,
The visual style or quality of illustrations in Arknights is unlike that of humorous styles. It is
detailed, made with complex shapes and colours whereas humour would seek simplicity. In
humorous styles, simplification of illustrations can express humour due to it being intentionally
bad or cheap-looking (Kallio & Masoodian, 2019). The logic is like slapstick where the
comedian intentionally does embarrassing acts for humour. So through contradiction, since the
visual style of Arknights is the opposite of simplicity, it has accomplished what is opposite to
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The environment, particularly the outdoors, is supported by the colours and visual style. In every
outdoor picture that appears in the event, rain is present more often than not. When it doesn’t, the
skies would be bleak and cloudy. The Sun would only be seen at the ending of the story which
takes a hopeful note. This builds the game’s ambience for environmental storytelling in which it
is actually up to players to dissect the significance of what they see (Kallio & Masoodian, 2019).
Of course, this works not solely because of what is seen, but also by evoking pre-existing
narrative associations, providing a staging ground for narrative events, embedding narrative
information within the arrangement of the scenery, and providing resources for emergent
narratives (Kallio & Masoodian, 2019). In Arknights, this is the common signifier of rain
signifying sadness and depression and incorporating it into the environment. It even follows the
plot as it ends with the Sun peaking through to signify a hopeful ending.
The second way narrative is implied in Arknights is through the semiotic behind dynamic visual
images and interactions, in other words the combination of dynamics and aesthetics. This takes
the concept of the movement image and the human perception from Gilles Deleuze’s work on
cinema. There is a gap between action and perception, the surface on which the ceaseless flow of
images is momentarily captured and thereby transformed into a set, in the image which is filled
by affection, the internal response. Hence, with every reaction, an emotional content must be
present to allow metaphysical ontology. This generates "effectuating" relations which stick
images and actions together and are affected by the environment and the image itself (Friedman,
2015). He also believes that projected movement in films elevates sensation, embodying the
essence of the image and providing paradigms linked to the human experience (Friedman, 2015).
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There are 3 categories of the movement-image which is transposable into the context of video
games: the action image, perception image, and affection image (Friedman, 2015). The dynamics
of Arknights fit right into the perception image wherein players perceive themselves in an
unfamiliar place and are forced to reexamine their position through changing views. It relies on
the players’ perceptual awareness to be immersed in a new game environment (Friedman, 2015).
The perception image also refers to the perspective in which the frame shows the image (Chris,
2011). This aspect is directly tied to the game aesthetics, namely camera angles, or framing in
order to show power. The process of "framing" or containment begins at the basic level of
spectatorship and shows the relationship of elements within the composition as well (Friedman,
2015). In this way, Arknights are similar to films and have techniques that stresses the expressive
qualities and function of the virtual environments which also “reflect/interpret/inform/affect the
avatars’ inner worlds” to provide a more detailed characterization (Girina, 2013). Just like in
cinematography, camera angles can be used to show the level of authority or power. High camera
angles indicate that the on-screen character has a lot of power while low camera angles indicate
that the on-screen character is powerless and being overwhelmed (Monahan & Barsam, 2021).
Figure 1 uses a high camera angle to indicate the characters’ lack of power. Specifically, their
lack of power to go against the mafia group that has become so deep-rooted in their homeland
within the plot. In addition, Penance is the only one to be standing straight and given no chair
and so taller than everyone else which speaks to the extent of her power as a judge of their city.
Lappland is seen to be standing up as well but what she has is not absolute power instead it must
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Figure 1: Main cast of the event together (To the Signora, all she sees are four trustworthy forerunners trying to
change the very dark system they are living in, 2023)
Moreover, the staging or blocking, which are cinematic techniques too, describes the relationship
between each character. It refers to the relationships between characters or between the character
and environment physically but can also imply inherent relationships. For instance, placing
characters far away from and opposite of each other is typically used to show rivalry, enemies, or
a developing conflict, and vice versa (Monahan & Barsam, 2021). Figure 1 can be divided into 3
columns for Lappland (left-most character), Texas (middle character), and both Vigil and
Penance (right-most characters). The explicit plot of the story is that Lappland and Texas are
friends turned enemies. These two characters left their homeland at one point and only returned
at the start of the event story. In the middle of the plot, the two of them first meet the other two
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characters on the right-hand column before eventually forming a pact to accomplish their
coincidentally singular goal, to eradicate the mafia. The visuals of this image signify this explicit
plot. It informs players that while they are working together for their singular goals, the fact is
that they are essentially just colleagues and don’t have any close and personal relationships.
Nevertheless, Vigil and Penance are placed close together. Lore-wise, they have a sibling-like
relationship being born near each other and often dining together. Thus, their being grouped
together contrasts their relationship with the other two characters and instead describes their
close relationship.
Finally, connotations influenced by real-life things along with the discourse in which it is used in
the visual design also communicate narratives. In the design, each component has connotative
meanings, or the implicit message, and denotative meanings, or the object as it is. Semiotic
analysis works because every visual participant has the potential for connotative meanings.
Connotative meanings themselves are socially constructed, and we can signify ideas and values
associated with the original context of the image by importing signs from that context
(Matumoto & Gonçalves-Segundo, 2022). In Arknisghts, these denotative visual participants can
be most easily found in their own character designs which speak to their own roles within the
These connotations are most easily observed in the character designs. One such character is
named Penance whose design visually communicates her job as a lawyer. Figure 2 features her in
a pose that resembles the Roman god, Justitia, and the objects she is typically portrayed with.
One of the most recognized legal symbols is that of justice and the idea of a woman portraying
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justice began from ancient times. In Roman mythology, this is Justitia who was one of the four
Virtues. She was often portrayed holding a scale, and a sword, and sometimes blindfolded (A
Symbol of Justice, 2021). This is what is signified by her pose. The scale Penance holds and her
hammer that stands in for Justitia’s sword also refer to the idea of justice in Roman mythology.
The sword, or hammer in Penance’s case, shows authority and indicates the power to punish
injustice while implying the ability to cut through obstacles to get to the facts of a case. The
scales represent weighing facts and evidence to decide a verdict while showing her duty to
restore balance to society. Her blindfold, even with its absence, signifies her impartiality as in the
phrase “justice is blind” (A Symbol of Justice, 2021). Hence, even though the plot explicitly
mentions her being a lawyer, before being informed of that fact, her visual design already
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Figure 2: Image of Penance (立绘斥罪2, n.d.)
To conclude, games, as observed semiotically from Arknights, imply narratives visually through
their aesthetics and dynamics. Colours, which influence visual style, express somberness.
Framing and staging can suggest power dynamics, relationships, and authority. And the
incorporation of reality-based connotators into the design discreetly builds the background story.
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