Delicious Pixels
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Delicious Pixels

Food in Video Games

Agata Waszkiewicz

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  1. 196 pages
  2. English
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eBook - ePub

Delicious Pixels

Food in Video Games

Agata Waszkiewicz

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About This Book

Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters.

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Year
2022
ISBN
9783110716689

Part 1: Ludic Food and Food Game Genres

Chapter 1 Playing with Ludic Food

It has been almost two weeks. In few minutes the sun will set and the monsters will attack and kill me if I am not close to my campfire, protected by its warm flame. I am quite stressed and my stomach is grumbling: if I do not find food, I will starve before the morning. I have already stripped the nearby forest from berries and picked all the carrots, so my best hope is to hunt for rabbits and set traps for birds for which I have about enough seeds.
The above describes one of my several, similar early-game experiences of an independent survival game Don’t Starve (Klei Entertainment 2013).53 Despite the title, starvation is not the only threat in the world of the game but food still plays a crucial role in it. The game’s robust and detailed crafting system is unique due to its careful consideration of how different items of food affect each of three main in-game statistics: hunger (represented by an icon of a stomach), health (represented by heart), and sanity (represented as a brain). Although in subsequent playthroughs the game offers a choice of one of several characters, the first story follows Wilson, a nineteenth century scientist, who finds himself trapped in the vast wilderness with nothing on him but his clothes. He is then visited by Maxwell, a dark wizard reigning over the land and the game’s main antagonist, who taunts him, before disappearing in a cloud of smoke: “Say pal, you don’t look so good. You’d better find something to eat before night comes!”54 Left to his own devices, Wilson quickly learns that the world, called the Constant, is an unfriendly and dangerous place where without fire nights can prove deadly.
Food in Don’t Starve can either be found (e. g., carrots, berries, mushrooms) or hunted with beginner-level tools (e. g., rabbit Morsel or Monster Meat), and almost all can be cooked on a campfire or in a crock pot—the process which increases their nutritional value and even grants additional benefits. After the Reign of Giants DLC, certain foods acquired the ability to prevent overheating (cold foods) or freezing (hot foods). Finally, while all items classified as food can be edible even if the consumption is not always advisable, several can have other uses: as bait, as offerings, as food for captured egg-laying birds, or as materials used in crafting.
From edibles to food as resource, from raw to cooked and rotten, from low-calorie vegetables to nutritious meat, Don’t Starve engages in food discourses by acknowledging the complexities of food. Throughout this book, I scrutinize ways in which digital games use food and the broadly understood process of its preparation as devices of creating in the emotional engagement in the players and structuring moments of intimacy between them and the characters. Thus, I find it beneficial for the clarity of the arguments presented through these chapters to begin by discussing the various ways in which food can be operationalized in games as a ludic component. While such a structuralist approach to game studies is not necessarily favored by many feminist and queer game scholars, I find it a crucial step of analysis when discussing food as a worldbuilding device, especially considering how firmly it tends to be embedded in the gameplay, rather than just the story (with the two, obviously, quite closely intertwined). My argument, over and over again, is that food can be used to construct the unthreatening, welcoming, and safe world and show relatable, meaningful relationships between the characters and the characters and the players. While Don’t Starve aims to do the opposite, it still ties food to safety: it is at the campfire, where the food can be cooked, where the characters can rest for a moment, and experience the few moments of much needed relief. Food adds to tension when it is lacking, but nothing in the game brings as much comfort as seeing and, more importantly, having it in one’s inventory. Thus, it shows the importance of food gathering and food preparation as the player’s gateways into the game world, the means of investing and engaging them into it.
Some of games do not feature cooking but rather showcase the characters’ relationship with eating. However, in the majority of the cases, the player is invited to participate in various stages of food preparation. Because of this, I believe it to be beneficial to discuss in more detail the definition of “food preparation” and “cooking.” As the next chapter will discuss in more detail, despite the common use of the term “cooking games” to describe a genre of food and cooking-focused games, cooking in digital games is not a homogenous activity. From time-management games in which cooking is happening mostly off-screen as the gameplay relies on serving the dishes to the customers to cooking conceptualized through a series of mini-games, in-game cooking can take seconds to even hours. Another difference between various types is its focus on different parts of the process, pointing towards an understanding of food preparation as a complex activity comprised of several stages.
Based on this, I believe that video game food preparation can be divided into three main components: gathering of the ingredients, cooking, and presentation. I return to the aesthetic of presentation in the later chapters, while first focusing on the ingredients and cooking in the context of which I discuss how they are structured in the gameplay of various genres and their meaning-making role for the given story. I begin by scrutinizing the relationship between ingredients and recipes, acknowledging that double understanding of the latter as the dominant ruleset and also a vital ingredient that has to be discovered and unlocked in order to access a specific dish. I identify the games that focus on the early stages of preparations as those which rely the most on exploration and which offer freedom in crafting and constructing the surrounding. Secondly, I point towards the ways games operationalize cooking itself as a series of mini-games that are distinctively different from the game title. Additionally, I show that such an approach to cooking often is used to emphasize the social function of food and has a potential of creating intimacy between the characters and the players.

Conceptualizing Ludic Food

Despite the fact that the meaning of food has not been yet explored in video game context to the same degree as other media, that is not to say that game scholars have not recognized its significance. One of the earliest analyses of video game food comes from Astrid Ensslin. In her article, she uses Jürgen Habermas’ dialectic of the private and public spheres to discuss the gendered character of the food representation in different game genres, namely what she calls “family (or society) simulations”55 and first-person shooters.
Subsequently, she lists five ways in which the digital food interacts with the human player and is manifested in the digital gameworld. Acknowledging the scale of this human-game relationship, she identifies these ways as manifestations of a larger “cyborgian foodways.” She begins by remarking that not all games feature food at all, providing the example of many racing and sports games,56 and those in which food is present as a part of the gameworld. Secondly, Ensslin proposes a division between “concrete (e. g., food, drink and medicine) and abstract (energy, health and stamina) energy supplies, where the former can often be seen in adventures and simulations, and the latter in FPSs, and where there exist various combinations of the two.”57 Thirdly, she mentions the spectrum between “organic (genetically unmodified and unprocessed foods) and synthetic (genetically modified and processed foods, medicines, drugs and magic potions).”58 The fourth category describes food according to its complexity: in such a case, one can ask whether food presented in the specific title is a complex, multi-ingredient dish or simple foodstuffs.
The fifth and last division brings forth a concept of a “culinary triangle” as introduced by the French anthropologist Claude Lévi-Strauss in 1966 based on his observations about the cultural impact of food stemmed from the research conducted on the behaviors of the tribal societies of North and South America in the mid-twentieth century. The three vertices of the triangle are delimited by three forms each food can take: raw, which is the purest in the sense that it is unmarked by humans; cooked, which is a product of a cultural process; and rotten, as a product of natural decomposition. The triangle is complimented by the three main types of food preparation: boiling, roasting, and smoking. Unsurprisingly, for Lévi-Strauss it is the latter that is of higher value due to his perception of nature as representing the process of regression as opposed to the sophisticated (cultured) methods of food preparations that add value to food.
Another typology of food functionality has been compiled by Tom Tyler in his chapter titled “Meaning of Meat in Videogames.” There, the author recognizes how the multiple layers of sociocultural meaning of meat are reflected in video games, identifying its four main functions: restorative, sustenance, enhancement, and resource. In the following section I discuss each of these categories in the context of more broadly understood ludic video game food.
First, food can be presented as a restorative, meaning that its primary function is to restore character’s health points, especially in the genres that represent health as a separate statistic visualized as a numeric value (through “health points” or “hit points”) or with a visual representation such as hearts. Such use is, for example, common in many action games in which the collected food restores points of health, usually measured in points or percentages and visualized as a bar (often of green or blue color). In these cases, health can be restored through consumption of various foods which are either found or crafted (e. g., by cooking), and often coexist with other restoratives such as potions or medical kits, including bandages, pills, or vaccinations—interestingly, both of these alternatives tend to be more effective than food, a pattern I will explore further in the chapter.
Secondly, food becomes sustenance when its consumption can “simply stave off hunger”59 envisioned as a statistic separate from health. In the case of the previously mentioned Don’t Starve, food can be considered both restorative and sustenance. On the one hand, it is a restorative because it can occasionally restore health (or sanity) points. On the other hand, its most important function is to wave off hunger, represented as a separate icon twisting, withering stomach [Figure 1] signifying the increasingly painful, and more importantly, physical sensation associated with the feelings of hunger. Alternatively, the life simulation franchise The Sims (Maxis 2000 – 2020) incorporates hunger as one of several different metrics measuring the capacity of Sims’ bladder, energy, fun, social needs, and general hygiene. Where, similarly to both Don’t Starve, hunger can result in death, in The Sims it additionally influences one’s mood and performance at school or work—this is an interesting addition as it connects the physical sensation and its social consequences.
Figure 1: The visual representation of hunger through the imager of the crunching, decreasing in size stomach.
Despite the relative commonness of ludic hunger, it is a rather rare subject of digital games narratives, very few of which explore the global threat of famine and the individual trauma of starvation. In the aforementioned survival games, hunger is reduced to the role of a timer, informing the players about time that has passed since the last in-game meal. If its main purpose is then to add sense of urgency to the world, hunger is coded as an oppressive force and, indirectly, one of game’s antagonists. Such understanding is problematic for several reasons. First, by presenting hunger as a disembodied experience that is unrelated to the experience of one’s body it is constructed as a nuisance, a tedious and aggravating requirement that needs to be met rather than feedback from one’s body about the need to be fed. Secondly, considering that survival games often feature and promote tough masculinities through narratives surrounding soldiers and fighters, they present food and eating as necessary, but not derived from any possible pleasure. One eats to survive, and food is required to be nutritious rather than delicious. This utilitarian and pragmatic approach to food seems to dominate in survival and early action adventure games.
The third type of food function, enhancement, encompasses a variety of power-ups, that is items that temporarily increase maximum values for health, enhance possessed abilities or grant new ones. Among the most recognizable examples of food-as-enhancement one can find collectible Mushrooms in Super Mario Bros series (Nintendo 1985–) or fruit Power Pellets which grant temporal immunity from the enemy ghosts in Pac-Man (Namco1980). Enhancements can also be crafted rather than found, as it is in the open-world adventure game The Legend of Zelda: Breath of the Wild (Nintendo 2017) known for its elaborate cooking mini-games that allow the player to experiment freely with various ingredients in order to discover new recipes. There, the qualities of the specific dish depend on the recipe—for example these prepared with Spicy Pepper acquire a “spicy” effect that offers resistance to cold. Thus, while on their own peppers are restoratives which refill half of Link’s Heart Container, dishes made with their help such as Spicy Sautéed Peppers or Spicy pepper Steak have, apart from restorative qualities, additional characteristics of an enhancement, proving these two categories are not mutually exclusive and can coexist. I come back to Breath of the Wild in the fourth chapter.
The last category in Tyler’s typology describes food as a resource, in which food “provides not just a temporary enhancement, but permanent improvements and upgrades.”60 Using the example of Age of Empires series (Ensemble Studios, 1997 – 2021), in which food is used as a type of currency exchanged into citizens and soldiers, he describes situations in which food still is still possibly meant to be consumed, even if not by the protagonist or the player’s avatar, but through the purchased troops. However, I argue that this category should be broadened to encompass other uses of food-as-resource in which food maintains its perishable, and thus, temporary, functionality. Thus, it no longer needs to be “consumed” for it to be efficient, where instead it is utilized as tools, building material, ammunition, and other. Hence, two subcategories of food-as-resource can be distinguished: 1) where food still is considered edible, but is consumed only by in-game animals/creatures of human NPCs perceived as a group; 2) where food is not considered edible and is not consumed.
As mentioned earlier, Don’t Starve offers several examples of food as resource falling under both of these subcategories. The first type seems to include more examples as it features previously mentioned uses of seed and fruit as bait (food is still consumed by birds and hares) as well as...

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