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Frank G. Bosman | The turning of Turingâs tables
Some words on methodology. I consider games to be âdigital (interactive),
playable (narrative) textsâ (Bosman 2019, 40â43). As a text, a video game
can be an object of interpretation. As a narrative, it can be conceived of as
communicating meaning. As a game, it is playable. And as a digital me-
dium, it is interactive. Treating the video games as âplayable textsâ and
opting for what is called a âgame-immanent approachâ (Heidbrink et al.
2015), I will use the close reading of the primary sources of my research, the
actual video games themselves, as well as secondary sources, i. e. material
provided by critics and scholars discussing the same game. Close reading of
the video game series is performed by playing the games themselves (mul-
tiple times), including all possible (side) missions (Bosman 2019, 43â46).1
To test a TOM: the game The Turing Test
At the opening of The Turing Test, Ava Turing (nomen est omen of course) is
awakened on May 13th, 2250, from her cryostasis on-board the spaceship
Fortuna, orbiting Jupiterâs moon Europa, by the shipâs Technical Opera-
tions Machine (âPrologueâ).2 The machine, abbreviated in-game using the
acronym âTOMâ, is a highly-advanced artificial intelligence, responsible
for the support of the crew in the hostile environments on the surface of
Europa and aboard the Fortuna. TOM informs Ava, the playerâs in-game
avatar, that he has lost contact with the ground crew, and sends her âdownâ
to investigate.3
The base as a Turing test
After she has landed, TOM tells Ava that the ground crew âhas manipu-
latedâ the base modular structure (âLevel A1â) to form one gigantic Turing
test (âLevel A3â), for which TOM indicates he is in need of a human partner
to âcompleteâ. This forms the ludological ground structure of the game: all
levels are physical puzzles, arranged in âSectorsâ, in which the player/ava-
tar has to manipulate the environment to reach the end. Between individual
puzzles TOM and Ava have little conversations on practical and theoretical
issues, which grow more existential over the course of the game.
At the end of every sector, a special âblockâ can be found, for example, the
crew quarters or maintenance. Every sector also contains one secret room,
only reachable after some very imaginative or creative thinking. Both kinds
1 To facilitate referencing of the
source material for both games â
texts, audio fragments, visuals and
the like â I have set up two dedicated
websites: https://turingtestgame.
wordpress.com, and http://talo-
sprinciplegame.wordpress.com re-
spectively.
2 On Avaâs cryostasis-pod the date
of awakening is indicated as â2250,
May 13thâ, but this seems to be a
typo by the developers since all other
crew activities on-board the Fortuna
and on Europa are dated no earlier
than 2443, December 24th. The cor-
rect year of Avaâs awakening seems
to be 2550, allowing a period of
seven years during which the events
prior to the gameâs start could have
taken place.
3 TOM is referred to by the game
characters with masculine personal
pronouns. See, for example, the
discussion between Ava and Sarah
Brooks in the Brig (at the end of
âSector Dâ), or during the âEpi-
logueâ.
Limina
Grazer theologische Perspektiven, Band 3:2
- Titel
- Limina
- Untertitel
- Grazer theologische Perspektiven
- Band
- 3:2
- Herausgeber
- Karl Franzens University Graz
- Datum
- 2020
- Sprache
- deutsch
- Lizenz
- CC BY-NC 4.0
- Abmessungen
- 21.4 x 30.1 cm
- Seiten
- 270
- Kategorien
- Zeitschriften LIMINA - Grazer theologische Perspektiven