
There is a dead woman, a youth with a sword and giants lurking about. A promise is given: if all sixteen colossi are killed then she can be saved from death’s grasp. The light, floating above, guarantees its part of the deal; so long as the player kills the giants, she will be saved. With that, the hero leaves with his horse and follows a thin beam of light, cast from his sword, to find his opponents. That is the minimal fiction presented up front for Shadow of the Colossus, a single player game by Fumito Ueda. This text, existing in a world of myth, challenges the manner in which heroes are presented in games(the player is the “chosen one”, gifted with action in an interactive world). However, the language of this critique exists between game rules and the fictional world(non-diegetic and diegetic attributes). It must be inferred from how the rules—things such as health, mode of travel, controls—relate to the narrative. In calling attention to this landscape between rules and fiction, Shadow of the Colossus denies the player the ability to be simplistically heroic. The interactive text makes an ethical claim by showing what the player can or cannot do; and, in so doing, shows what they should or should not do.
Light as a technical element holds sway over the game. The Dormin, a being that exists as a glowing sunspot, is the one that instructs the player to kill the colossi. The player holds the sword high, and it casts a ray of light that resembles The Dormin in intensity. To make light powerful, the use of bloom, a graphical device which heightens and blurs light, is used to make light overwhelming. On a rules based level, the function of this is to provide a path for reaching the colossi; the fiction reminds the player that The Dormin promised to save the woman. If one completes the game, however, the intersection between the two is troubling. The Dormin had tricked the player into killing the colossi so that it could be free from its prison; it had used the player for its plan. However, even if one discerned The Dormin were evil during the game, one might still listen to what they have to say. Some of the colossi are found within valleys which obscure sunlight; this is where the player realizes how much they need the light. Without it, there is no guide for them. The mountainous regions become labyrinths. The light, as presenting the fiction and justification for the rules, goads the player into killing the colossi. The melding of the rules, something above question(such as your sword serving as a guide and the colossi needing to die for the game to progress), and fiction highlights how they are both functionally positioned towards making the player feel justified in doing any action, so long as it is presented as a goal. Ethics is beyond the scope of these elements. The player is to accept them simply due to their existence, no questions asked.
In game theory, there is the claim that action which does not help to facilitate the rules is meaningless(Juul 58). In Monopoly, for instance, one could go around the board innumerable times and never buy a property or collect two-hundred dollars. The rules afford this possibility, but they do not want it. It serves no purpose towards continuing the desired game state. The fiction, if one wishes to call the description of the Parker Brothers game that, even forcefully pushes against it; how is one to get a monopoly without buying anything? These two aspects of the game function towards keeping the player towards a set end. Their purpose is to move the player towards a specific goal, the end. Shadow of the Colossus is more difficult. The game and narrative afford the player negative actions. In general, the colossi are placid and not a threat(even if they attack on sight, it is because they notice your sword and purpose). You are initiating action and violence; even then they might not respond in kind. However, one might not necessarily fight the colossi: the game also affords numerous sections within its world that exist outside both desired rules and narrative(both allow the existence of these locations, but they provide neither motive nor cause for the player to linger). These sections are tranquil pools, lush forests, sylvan scenes and other peaceful locals that are far removed from the battles against the giants. The game does not compel the player to linger at these locations, and that is enough for them to be considered “meaningless”. As a whole, however, these locations are sections provided to the player so that they might have additional options. The moral choice, as the game posits, is to continue the text so to kill more colossi, or abstain and sit by a pool with your horse. The argument is to show that these acts might be claimed to be “meaningless”, but they are not immoral. Since the rules and narrative function towards immorality, they are to be ignored. The game’s ethic is such.

One example of a strange overlap between rules and fiction, and which Ueda uses to highlight the game’s ethic, is the player’s horse, Agro. The explicitly stated—through the instruction booklet—purpose of the horse is to provide you with enhanced mobility for battling the colossi. To this end, the horse has its AI which it uses to maneuver without your direct control and comes to your aid should you be in trouble. Since the horse has no ‘hit points’, the player is to understand that Agro can be used however they please(a colossus cannot kill him). However, there are some unstated properties that the horse has. Should it fall from a great height or jump incorrectly onto a patch of rough stone, it might hurt its foot and be unable to run. Although this wound is not permanent, it shows that there are unstated, through the fiction and explicit rules, fashions in which the player can affect the world. By making Agro a non-enemy that the player is forced to interact with, the text stresses that there are good and bad actions that can be had within the game(just as Agro can be hurt, the player can scratch its ears and make the horse, by all appearances, quite happy). Even if never stated or presented by the game, they can still be done; ignorance is not necessarily a defense. They do not function towards ‘finishing the game’, but their impact exists nonetheless. These unstated, “meaningless” actions, which exist between the fiction and functional game rules, highlight the game’s ethic. The game provides the option to not kill innocents and this should not be ignored.
Functionally, by producing a negative game experience, the text is denying player heroics. The protagonist is the only one functionally capable of altering the game state; everyone else is without strength, yet the player is heroically gifted in this manner(only they provide input). Although that claim is necessarily true for all games—players are the only ones which interact with the rules—Ueda stresses that fact by making the landscape vast and open. Between the colossi are the “meaningless” rivers and animal homes. In this vast terrain, the only movement, and action, is the player’s. Since the only “meaningful” action the player might take is one of wrongdoing, the possibility of inaction prevents the player’s trials from being vaunted. This is a key change from other games which allow, and fully condone, the actions normally presented in games of this sort; one does not consider the death of a boss at the end of a Zelda dungeon, for instance. Elements of those texts functioned towards making the player feel a sense of being “the chosen”; Shadow of the Colossus works against that. It eschews what the player might rather have—a simple action game where you fight monstrous mountains—for an ethical claim of what exists between the rules and fiction. Drawing this attention to where they meet hampers heroic dreams the player might have.
The aesthetic elements of the text, such as its world design and bloom effects, highlight the relationship between diegetic elements, whether positive or negative, non-diegetic elements and what exists in between. The “meaningless” actions exist outside either of them, and they serve as the game’s ethic. Inaction, or refraining from immoral actions, can be part of the overall assessment of an interactive text, even if it prevents the player from reaching the “end” of it. Given how the game presents its ethical dilemma between the two worlds of rules and fiction, the player is to remove themselves from it. Continuing with the interaction of the game allows more sentient beings to perish, and that interaction would be a negative outcome. Removing oneself from the actions and sitting at the proverbial pool of contemplation is an answer to this dilemma. Although the player is an actor within the fictional world, they might abhor their actions(such as killing an innocent colossus); it is not necessarily a good response to do what a game asks one to do. Shadow of the Colossus asks the player to take more seriously their role in fictional world.

Work Cited:
Juul, Jesper. half-real. 1. Cambridge, Mass.: MIT Press, 2005.




