Conference Script
Conference Script
To analyze how video games have represented Aztec culture and the function of landscape and player
agency in the reconfiguration of history, I examine the first Aztec-themed game, the text-based adventure
The Mask of the Sun (1982). The analysis is composed of three main points. The first is about the role of
the video game medium itself and the game genre in portraying Aztec culture under a colonial discourse.
The second is about the agency of the player and its relationship to landscape. Finally, on the importance
of the representation of the landscape of an ancient civilization of the Americas in reconfiguring the past
and our perception of it. To present my arguments about the game and its relationship to culture and
landscape, I make use of the formal qualitative method of gameplay, as well as Penix-Tadsen's cultural
ludology.
Slide 1: Title
Hi everyone, my name is Javier Ponce, and I’m in the Hispanic Studies PhD program
here at Western. Today I am going to talk about landscapes, video games and the
reconfiguration of the past: an analysis of the video game The mask of the Sun.
Outline: Before analyzing the game, I will introduce the paper, including my objectives,
thesis, and methodology. Then, I will explain some basic notions of what a game is. I
will go over the story and mechanics of the game, with special emphasis on the
landscape and characters. Further on, I will analyze the game from a decolonial point of
view, making use mainly of concepts of Stuart Hall, Phillip Penix-Tadsen, Alenda
Slide 3: _Introduction_
Let's start with the introduction. Here we have a screenshot of the beginning of the
game. We will have the opportunity to see more as the presentation progresses.
Slide 4: Introduction
imaginary has grown in recent decades along with their popularity and financial success.
There has also been an increase in the number of video games set in the past and in
different parts of the world. However, the amount of attention Aztec culture received
from adventure games in the 1980s is notable. These representations of Aztec culture,
including its history, iconography, and landscapes, were often inaccurate or absent. One
might even wonder what made them Aztec in the first place, the reasoning behind their
portrayal, and how these representations affect how we understand the history of these
places.
Justification: In this paper, I decided to examine The Mask of the Sun because it
is the first of many adventure games released in the early 1980s in North America with
Objective: My objective is to study the role of The Mask of the Sun and similar
consciousness.
Thesis: In this paper, I argue that the representation of Aztec culture and
landscapes in the text-based adventure game The Mask of the Sun is configured not only
by the medium of the game and the adventure genre, but also shaped by a colonial
fetishization, which depict Aztec culture, history, and landscapes as hollow and without
a past, so it becomes easier for the colonizer to extract resources and treasures.
gameplays. To carry out this analysis I also make use of Penix-Tadsen's (2016) "cultural
ludology", a qualitative and interdisciplinary method that focuses on how culture and
discourse impacts gameplay, and what meanings are produced by the video game
(Penix-Tadsen 1). The methodology includes the analysis of text and visuals that
construct the story, the rules of the game, and the game mechanics. In addition, I include
the manual and the game box in my analysis, as both are crucial to understanding the
the behavior and the way it is played. Likewise, it is “played out” within certain limits of
time and place, the insides of the game known as the “magic circle” by Johan Huizinga.
We will now continue with the description and observations of the game.
The Mask of the Sun is an adventure game developed by Ultrasoft, Inc., a Slovakian
Inc., an American video game maker. The game was written by Alan B. Clark, Larry
Franks, Christopher P. Anson, and Margaret Anson. It was first released on the Apple II
console in 1982, and then on Atari 8-bit and Commodore 64 home computers in 1984.
and treasure hunter in his search for the Mask of the Sun in Mexico City. Although
getting the mask would bring him fame and wealth, his ulterior motive to find the mask
The game is text-based, so the player must enter commands for the character
to interact with its environment and move around the game world. The commands that
can be executed are limited to sentences that include a verb and an object, such as
no object or no verb, the computer responds with "I don't understand ["WORD"]".
time. The first commercial games appeared in the early 1970s, but it was not until 1975
with the game Colossal Cave Adventure, that the adventure genre was born.
At the end of the 1970s, came out the second generation of consoles, or 8-bit era.
At the same time, arcades led by Japanese companies Atari, Nintendo, Sega, and Taito
went through their golden age. However, the video game industry ended up falling as
soon as it rose, leading to the crash of 1983. The crash was due to "the saturation of the
market and the eager releases of poorly made licensed games for the Atari 2600" (Picard
294). This also meant a great opening for companies in the USA and Europe to compete
in the video game market. With the passage of time and the rise of the West in the video
game market, the vision also changed. The game worlds evolved from being text-based
Slide 9: Landscape
Let’s start with the landscape. At the beginning of the game, Mac Steele receives a map
that shows the locations of the Aztec ruins of Central Mexico, supposedly from the
journal of Cortez' second expedition. The map locates rather simply the temple of the
Snake, the pyramid of Tikal, the Pyramid of the Sun and the roads to get there. The
game describes these ruins as "unexplored" and "deep within the jungle". It is also said
to be "a world totally alien from everything you know”. While these places are real, the
game insists on depicting them as ruins and empty of people. Inside the temples and
pyramids there are no archeological discoveries, but treasures, secret passages, and
dangers. To get through them, the player must get through dozens of hallways and
have Professor De Perez and his assistant Raoul, who help the protagonist in his search
for the mask. Also, throughout the game we will meet a suspicious man wearing a
poncho and a hat, a victim of the curse of the pyramid, the bandits who assist Roboff,
Considering the size of the map, the game world feels rather empty of people.
There are virtually no characters who are not involved in some way in the quest for the
mask. Archeologists dress in formal attire, while the other Mexican characters wear big
The Mask of the Sun's environments feel vague, generic, and empty, relying on the
feeling of motion to awe the player. The Aztec landscapes are there to geographically
contextualize a generic narrative arc of the adventure game. As Dorfman and Armand
ideology on Disney comics from the 1960s but with a pertinent and translatable critique
exotic identity labels, not the real Mexico with all its problems" (48). The real historical
sites in Mexico, full of visitors, culture, and heritage are stripped from all life, and gets
Alenda Chang points out that game environments like The Mask of the Sun "tend
[...]. Such environments give players the disorienting and somewhat anaesthetizing sense
that this could be anywhere or nowhere at all." (59) There is a counterargument, as
so in the 1980s– but it is not necessarily a shortcoming (181). After all, the game world
is a million times younger and smaller than the real world. Here, we are at the key
juncture: the distinction between the needs of the medium and genre and the
implications of the discourse. We know the landscape is limited by the technology of the
time, but colonial discourse also plays its part. Inside this empty landscape we fall into
two main reductionisms: that historic sites are full of lethal dangers, and historical
Finally, it's important to note how the historical sites are built by the Sun god and
therefore fetishized from their creators. The historical sites are also abandoned, in ruins,
and therefore the colonized subjects are deprived of their history, and of seeing
themselves as products of it. What produces and reinforces the colonial discourse in this
case is that the Aztec landscapes and culture represent extractable resources, they are
objects that the colonizer can appropriate and that by doing so, and not someone with
worse intentions, they are doing what is best for the colonized subject.
As for the characters, there are virtually none who are not involved in some way
in the search for the mask. Most Mexican characters are stereotypes and have no
dialogue, except for Raoul, who acts as servant of Steele. Then we have Roboff, who’s
purpose as a villain is "to legitimatize the right of the other to appropriate the treasure"
(Dorfman & Armand 66). Of course, Steele is just as bad as Roboff, stealing resources
and naively leading Raoul to his death. But because the natives are forced to choose the
lesser of two evils, Mac Steele can gain the sympathy of the player. Also, the lack of
women in the game just pushes further the narrative that the world of adventure and
The player adopts the point of view of a foreign character, who sees everything and
everyone from his colonial gaze. On the one hand, player interaction is limited by the
aspects of the game. For example, we cannot make Mac Steele return the lost treasures,
nor express gratitude towards local characters. On the other hand, the language that the
game, all Steele can do is stretch his legs, take things (steal them), kick, examine the
room, walk, and shoot. The only times the player can do good are rewarded, and all their
faults are forgiven. The role of the player is not to stop to see the beautiful landscapes,
question, or even challenge his role in the game, but to examine and loot everything at
sight, raid tombs, taking advantage of the people and resources of the colonized land,
We have seen how games have settled for historical themes because of their endless
possibilities and what-ifs. Their influence has collective reach, so analyzing how they
began can point to how things have changed, for better or worse.
relationships and mechanics of the world, games are not free of discourse. Text-based
adventure games like The Mask of the Sun are classical Aztec-themed games that recall
another time where media was craving for stories that could entertain the Western public
while also pushing a narrative of imperialism and colonialism. The game appears at the
right time and place to inaugurate a series of games with the same theme such as Aztec,
Aztec Adventure, Aztec Challenge, The Gold of the Aztecs, Montezuma's Revenge, and
more. In The Mask of the Sun, and many games that came after, the real historical sites
in Mexico, full of visitors, culture, and heritage are stripped from all life, and get
relegated to an empty background, full of gold and treasures, and open to being
conquered by anyone who dares to play the games. The only language the player can
speak is that of violence and theft. There is no doing otherwise, as the text command
will not be understood. The player is conditioned to take part in the colonial discourse to