Unpacking an obfuscated female protagonist
The use of mise-en-scène in minimalist videogame narrative through social semiotics
DOI:
https://doi.org/10.7557/ejcgc.v16i2.7824Keywords:
mise-en-scène, female protagonist, minimalism, social semiotics, ludonarratologyAbstract
This paper explores the portrayal of an obfuscated female protagonist in the minimalist videogame Unpacking, which narrates its story entirely through its mise-en-scène. Adopting a social semiotics approach, the study delves into how the socially constructed elements of the game's mise-en-scène assist players in ‘unpacking’ the protagonist's identity and narrative. Unpacking introduces a novel approach to ludonarratology by intentionally omitting the direct presence of the protagonist, instead focusing on the spaces and objects that players interact with. As players progress through the protagonist's life, these spaces and objects become laden with social significance, creating a shared history between the player and the protagonist. The game diverges from traditional storytelling methods, offering an environment where the story is pieced together through the objects unpacked in each new space the protagonist inhabits. These objects serve as signifiers of her memories, aspirations, and life stages, evolving beyond mere gameplay elements into artefacts that shape her life story. A significant aspect of this paper is its discussion of the novel portrayal of a female protagonist who is omitted from visual representation. Rather than focusing on her physical appearance, the game emphasises unearthing her identity through gameplay, allowing players to discover who she is. The game exemplifies how minimalist narrative techniques, rooted in social semiotics, can foster rich and engaging storytelling experiences. By omitting a visible protagonist, Unpacking allows players to explore and interpret the narrative through the spaces and objects they encounter and the connections they establish between them. This article's significance lies in its examination of Unpacking as a case study for understanding how minimalist narrative techniques can effectively convey a complex and emotionally resonant story through unconventional means.
References
Adhyaksana, N. L. (2019). A strong independent (video game) women? Examining Red from Transistor (2014). Alphabet, 2(1), 12–24. https://doi.org/10.21776/ub.alphabet.2019.02.01.02
Arsenopoulou, N., Poupou, A., & Rizopoulos, C. (2023). Games as cinematic experiences: Discussing filmic modes and ludic elements in video-game storytelling. In X. Fang (Ed.) HCI in Games: 5th International Conference, HCI-Games 2023, held as part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings Part I. Springer. https://doi.org/10.1007/978-3-031-35930-9_2
Beasly, B., & Standley, T. C. (2009). Shirts vs skins: Clothing as an indicator of gender roles stereotyping in video games. Mass Communication & Society, 5(3), 279–293. https://doi.org/10.1207/S15327825MCS0503_3
Behm-Morawitz, E., & Mastro, D. (2009). The effects of the sexualisation of female video game characters on gender stereotyping and female self-concept. Sex Roles, 61, 808–823. https://doi.org/10.1007/s11199-009-9683-8
Bethesda Game Studios. (2011). The Elder Scrolls V: Skyrim. Digital game directed by Todd Howard, published by Bethesda Softworks.
Bristot, P. C., Pozzebon, E., Frigo, L. B., Canal, F. Z., & Da Rosa Carraro, J. A. (2019). Female representation in video games. CLEI Electronic Journal, 22(2), 1–27. https://doi.org/10.19153/cleiej.22.2.7
Caroux, L., Isbister, K., Le Bigot, L., & Vibert, N. (2015). Player–video game interaction: A systematic review of current concepts. Computer in Human Behavior, 48, 366–381. https://doi.org/10.1016/j.chb.2015.01.066
De Oliveira Matumoto, A., & Goncalves-Segundo, P. R. (2022). Towards a social-semiotic approach to visual analysis of two-dimensional games: A toolkit. Texto Livre Linguagem e Tecnologia, 1–18. https://doi.org/10.35699/1983-3652.2022.39398
Deldjoo, Y., Garzotto, F., Elahi, M., Piazzolla, P., & Cremonesi, P. (2016). Recommending movies based on mise-en-scene design. CHI EA ‘16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1540–1547). Association for Computing Machinery. https://doi.org/10.1145/2851581.2892551
Engelbrecht, J. (2020). The new Lara phenomenon: A postfeminist analysis of Rise of the Tomb Raider. Game Studies, 20(3). https://gamestudies.org/2003/articles/engelbrecht
Gillespie, B. (2014). Que(e)rying theatrical objects. In M. Schweitzer, & J. Zerdy (Eds.), Performing objects & theatrical things (pp. 149–160). Palgrave Macmillan.
Girina, I. (2013). Video game mise-en-scene remediation of cinematic codes in video games. In Koenitz, H., Sezen, T. I., Ferri, G., Haahr, M., Sezen, D., & C̨atak, G. (Eds.), Interactive storytelling: ICIDS 2013. Springer. https://doi.org/10.1007/978-3-319-02756-2_5
Jansz, J., & Martis, R. G. (2007). The Lara phenomenon: Powerful female characters in video games. Sex Roles, 56, 141–148. https://doi.org/10.1007/s11199-006-9158-0
Lambic Studios. (2019). The stillness of the wind. Fellow Traveler.
Lynch, T., Tompkins, J. E., Van Driel, I. I., & Fritz, N. (2016). Sexy, strong, and secondary: A content analysis of female characters in video games across 31 years. Journal of Communication, 66(4), 564–584. https://doi.org/10.1111/jcom.12237
MacCallum-Stewart, E. (2014). “Take that, bitches!” Refiguring Lara Croft in feminist game narratives. Game Studies, 14(2). https://gamestudies.org/1402/articles/maccallumstewart
Mountains. (2018). Florence. Annapurna Interactive.
Munters, G. M. (2017). The performative acts of gender representation in video games. Academia.edu. https://www.academia.edu/34394725/The_Performative_Acts_of_Gender_Representation_in_Video_Games
Naelen, A., Saltsman, A., & Boxerman, E. (2011). Towards minimalist game design. In M. Cavazza, K. Isbister, & C. Rich (Eds.), FDG '11: Proceedings of the 6th International Conference on Foundations of Digital Games (pp. 38–45). ACM. https://doi.org/10.1145/2159365.2159371
Pérez-Latorre, O., Oliva, M., & Besalú, R. (2017). Videogame analysis: A social-semiotic approach. Social semiotics, 27(5), 586–603. https://doi.org/10.1080/10350330.2016.1191146
Perrault, M. F., Perrault, G. P., Jenkins, J., & Morrison, A. (2016). Depictions of female protagonists in digital games: A narrative analysis of 2013 DICE award-winning digital games. Games and Culture, 13(8), 843–860. https://doi.org/10.1177/1555412016679584
Sa, F., Alípio, L. F., & Albino, M. (2020). Designing the body: Female monster design in video games. International Conference on Illustration & Animation (pp. 543–552). CONFIA 2020.
Sofer, J. A. (2013). Dark matter. Michigan: University of Michigan Press.
Süngü, E. (2020). Gender representation and diversity in contemporary video games. In B. Bostan (Ed.), Game user experience and player-centred design (pp. 379–393). Springer Nature. https://doi.org/10.1007/978-3-030-37643-7_17
Tavinor, G. (2009). The art of video games. West Sussex: Wiley-Blackwell.
Toh, W. (2019). A multimodal approach to video games and the player experience. Routledge.
Ulas, E. S. (2014). Virtual environment design and storytelling in video games. Metavese Creativity, 4(1), 75–91. https://doi.org/10.1386/mvcr.4.1.75_1
Ustwo. (2019). Assemble with care. Ustwo.
Utsch, S., Braganca, L. C., Ramos, P., Caldeira, P., & Tenorio, J. (2017). Queer identities in video games: Data visualisation for a quantitative analysis of representation. Proceedings of SBGames (pp. 847–854). SBGames. https://www.sbgames.org/sbgames2017/papers/CulturaFull/175360.pdf
Van Leeuwen, T. (2005). Introducing social semiotics. Routledge.
Visai Games. (2023). Venba. Visai Games.
Witch Beam. (2021). Unpacking. Humble Bundle.
Witch Beam. (2024). Unpacking. Steam Store. https://store.steampowered.com/app/1135690/Unpacking/
Worthen, W. B. (2014). Dark matter: Invisibility in drama, theater, and performance by Andrew J. Sofer (review). Theatre Journal, 66(3), 495–496. https://doi.org/10.1353/tj.2014.0080
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Mienke Fouché

This work is licensed under a Creative Commons Attribution 4.0 International License.