Playing in the Digital Qargi: Iñupiat Gaming and
Isuma in Kisima Inŋitchuŋa[1]
KATHERINE
MELOCHE
Never Alone was released
in 2014 as a collaborative project between Upper One Games, the first
Indigenous-owned game development company in the US, and Cook Inlet Tribal
Council, in Anchorage, Alaska. The project began after the council contacted
the company to develop a storytelling game that honours Iñupiaq values and
would center Iñupiat, the language of Iñupiaq peoples ("Interview Series:
Ishmael Hope").[2] The Cook Inlet Tribal Council and Upper One Games base the game on
the oral story "Kuunuksayuka" from
Unipchaaŋich imaġluktuġmiut:
Stories of the Black River
People by Robert Nasruk Cleveland. "Kuunuksayuka" tells the story
of a young boy who finds the source of an unrelenting blizzard impacting his
community ("The Story of Kunuuksaayuka (Part One)"). Never Alone adapts
the story to a
puzzle-platform game where Nuna, an Iñupiat girl, and her Arctic fox
companion have to navigate the sea ice, encounter friendly and threatening
beings, and overcome obstacles in order to find the source of the storm. As
Nuna and Fox progress, they unlock "Cultural Insights," which are short videos
where Elders and community members explain key cultural concepts that relate to
the task that Nuna and Fox are currently facing.
The
response to Never Alone as an interactive form of storytelling is
compelling and attends to the ways "Kuunuksayuka" is
conscientiously reimagined (Gaertner n.pag.). In his blog post entitled "How
Should I Play These?: Media and Remediation in Never Alone," New Media scholar David
Gaertner considers the innovative use of technology to adapt the story as an
act of remediation, which "makes
Never Alone legible as uniquely Iñupiaq storytelling" (Gaertner n.pag.). Gaertner states
that "it deconstructs the tradition/innovation binary and brings video games to
bear... as an important extension of Iñupiaq
culture" (Gaertner n.pag.). He highlights the inclusion of "'old' forms of
Western media," like the use of documentary shorts, and the use of "elements of
Iñupiaq culture," like
the aesthetics of scrimshaw art, as forms of remediation that honours the
continuance of storytelling practices (Gaertner n.pag.). This act of
remediation mitigates the community's anxiety over adapting the story to a game
form that asserts visual sovereignty (Gaertner n.pag.). While Gaertner
carefully delineates remediation's alliance with Inuit storytelling and song
practices, I would like to extend his examination to argue that Never Alone is
an adaptation of gaming culture in the Arctic. It is not a direct adaptation or remediation of a
particular traditional game, but a continuance of values and relationships to people
and to place that is performed through play. Adaptability is an ongoing
traditional value that informs Inuit self-determination (Martin, 2012 100) and Never
Alone engages with the politics of
self-determination by adapting traditional gaming values to a digital form. In
so doing, it also participates in the changing landscape of game
development by taking control of
how—and on what terms—Inuit are represented in popular culture.[3]
Never Alone reinterprets the values, experiences, and social
structure of traditional Inuit competition for Iñupiaq communities. Iñupiaq self-determination is extended
to a global audience through the shift to digital gaming technologies. Therefore,
I will discuss the nuances of Inuit sovereignty and self-determination, Never Alone as an adaptation of gaming
traditions, and an analysis of the game's challenge to settler-colonial claims
to the Arctic.
Aulatsigunnarniq:
Playing at the borders of Inuit self-determination
Sovereignty or
self-determination in the Northern Circumpolar is multiple and layered. Iñupiaq
are Inuit peoples within the United States; however, the Inuit homelands
encompass the majority of the Northern Circumpolar (Martin, Stories 12). Inuit have many languages
and dialects within this diverse geographical landscape and must engage with
the enforced governance of several settler-colonial states including Denmark,
Russia, Canada, and the United States. The differences are stark even in North
America between the Canadian and the United States' governments. While the
creation of Nunavut in 1999 through the Nunavut Land Claims Agreement enabled
Inuit to engage in a territorial governmental representation ("QTC Final Report" 36), Iñupiaq in Alaska
are one of many Alaska Native Regional Corporations formed through the Alaska
Native Claims Settlement Act (ANCSA) in 1971 ("ANCSA Regional and Language Map").
Inuit political representatives united
across international borders in the late-Twentieth century to protect Inuit
interests. The Inuit Circumpolar Conference, now known as the Inuit Circumpolar
Council (ICC), first met in Barrow, Alaska in June 1977 (Martin, Stories 13).
"A Circumpolar Inuit Declaration on Sovereignty in the Arctic" was signed by
the chair of the ICC and representatives from Alaska, Canada, Greenland and
Chukotka in April 2009, which positioned sovereignty as a mode to assert
Inuit's ongoing right to self-determination within and across various settler
states ("A Circumpolar Inuit Declaration on Sovereignty in the Arctic"). The ICC wished to unite the voices
of Inuit to advocate for their rights at a national and international level (Martin, Stories 14). Partnership
and collaboration are founding principles for Inuit identity, which seeks to
position Inuit as valuable and indispensable participants on the international
political scene. Though they state that sovereignty in the Arctic is "evolving," the
ICC indicts the ongoing erasure of Inuit self-determination and interests by
settler states ("A Circumpolar Inuit Declaration on Sovereignty in the
Arctic"). Inuit nationhood in the late 20th and early 21st centuries relies
on the flexibility and adaptability of Inuit self-determination to position
Inuit peoples as indispensable "active partners" in debates about resource
extraction and global warming ("A Circumpolar Inuit Declaration on Sovereignty
in the Arctic"). Inuit self-determination relies on ongoing knowledge and
experience, which is redeployed within international political debates to
ensure Inuit interests.
Inuit concepts of
traditional self-determination disrupt southerner's paternalistic
control. In contrast with settler states, Inuit definitions of sovereignty do not
include imposing strict borders. In her article, "Inummarik:
Self-Sovereignty in Classic Inuit Thought" Inuk author Rachel Qitsualik states
that Inuit have asserted sovereignty for millennia (27). She uses the term "aulatsigunnarniq" to describe
sovereignty, which translates to "the ability to make things move" (26-7).[4] The
literal meaning of the term conceives of sovereignty as an ongoing relationship
with Nuna, the Land, and does not include the use of strict borders. Unlike
settler-colonial states who rely on fixed borders to assert claims over land,
borders are not useful to Inuit who must travel across large expanses of land
when hunting migrating herds (26-7). Traditional self-determination continues
in another form in the present through the ICC, in which Inuit political
representatives in the ICC strategically erase imposed borders to
create a unified political voice throughout the Northern Circumpolar.
Traditional
self-determination is conceptually complex and layered. Inuit self-determination
as expressed through "aulatsigunnarniq" entails that
individuals develop their isuma, or mental awareness and intelligence. Anyone
who has earned mental maturity by listening to and acting upon the wisdom of
Elders will have their autonomy respected (Martin, Stories 55). Anthropologist Jean Briggs, explains that
People
who have isuma demonstrate this fact
by conforming voluntarily, by obeying their 'leader' willingly when told to do
a task and with increasing maturity by foreseeing the needs and wishes of others...At
the same time, they will strongly resist, by passive withdrawal or polite
circumvention, any encroachment on their legitimate areas of privacy and
self-determination. (quoted in Martin, Stories
56)
Keavy
Martin observes that "[t]he social protocols built around this concept thus
strike a delicate balance between respecting personal autonomy and heeding the
advice of those in a position to offer it" (56). Inuit sovereignty as expressed
through "aulatsigunnarniq" continues
to navigate personal and collective responsibilities. Yet, honouring
those responsibilities is difficult within a complex social structure that
includes Nuna, the sentient land, animals, and more-than-human beings
(Qitsualik 27). Qitsualik explains that humans must help facilitate a harmonious
relationship with a sentient land or face the dire consequences of failing ones
on-going responsibilities (27). The "ability to make things move"
gestures towards self-determination's complex balance between mature thought, individual
respect, and collective responsibility within a multilayered cosmology.
Games play
a central role in the social fabric of Inuit daily lives. In pre-Settlement
life, communities hold celebrations in a large qaggiq (pl. qaggiit), or a large
snow house, often at the center of camp (Bennett and Rowley 227; 239).[5] This
gathering space is used for work, or "for
dancing, feasting, and playing games"
(239). The games played within the qaggiq are easily played in enclosed
spaces, though rules and particular aspects of traditional games would differ
between regions and communities. Some games are for entertainment and help
establish good relationships, celebrate seasonal feasts, or mark a particularly
successful hunting season.[6] For
example, wrestling or jumping games in which players must jump several feet in
the air to kick a target are physically strenuous, technically precise and
condition the players for the physical demands that hunting requires (Auksaq). Players
are also aware that games help maintain good relationships within a complex
cosmological structure and that playing specific games at seasonal hunting
grounds help ensure an upcoming hunting season's
success (Bennett and Rowley 396). Other times, tests of strength, such as boxing,
fisticuffs or song competitions, are used to settle disagreements between
individuals or help reestablish social harmony between visiting communities (133-4).
Though these games are related to the practical nature of living a subsistence
lifestyle, traditional Inuit games also embody a holistic understanding of
living well in the Arctic, and reflect the dynamism of Inuit self-determination
in which individuals learn from experience and exercise mental awareness to
maintain healthful relationships to community and employ the wisdom of others
within a complex cosmology.
Aulatsigunnarniq, or the
ability to change quickly for the continuance and well-being of all,
illustrates the perspective needed to understand Inuit self-determination, yet
the "ability to make things move" also addresses the mental and physical
dynamism needed for Inuit games. One must be physically and mentally agile to
win. I argue that we can read Never Alone as a digital expression of
aulatsigunnarniq, because it literally creates movement on the screen with
video animation. Nuna and Fox traverse the screen as they jump over obstacles,
resist the wind's force, and swim waterways. However, it is the player—or
players—that compel Nuna and Fox's movements. It would be easy to assume
that the player is the ultimate sovereign who can control their subjects at
will. Yet, the game undermines colonial concepts of domination by reminding the
player of their overlapping responsibilities to the characters, to community,
and to the land. The following section will explore the game's ability to shift
the player's understanding to play according to Iñupiaq game values. As a
digital form of competition, adapting aulatsigunnarniq requires a player to
recognize their broader responsibilities to win.
"A
recognition of life and vitality": gaming conventions across the Northern Circumpolar
Never Alone does
not require that players physically jump, run, or move their bodies like traditional
games. Instead, its structure mimics foundational values and social relations
that contextualize Inuit games found in a qargi (the community house). Ishmael
(Angaluuk) Hope, a writer and storyteller for the game, states that turning "Kuunuksayuka" into a video
game "elevate[s] and celebrate[s]" Cleveland as a world-class storyteller ("Our Team").
The adaptation perpetuates "[p]ieces of the old-time nourishment of the qargi,
the community house... The joy of the feast of wisdom lingers, and this video
game offers a tasty morsel, enough to know and to remember what we've been
hungering for this whole time"
("Our Team"). I am interested in Hope's comparison of the game
to "the qargi, the community house" that offers nourishment, well-being, and
joy for the entire community. I believe that the game creates a digital qargi, through
its structure to evoke the rich social context in which games are played. For
instance, the digital qargi encourages players to also foster relationships in
their own lives. When two players engage is co-op mode to play Nuna and Fox
together, they are invited to make community by playing the game and learning
in the same space, thereby evoking the social dynamics of a qargi. As we have
seen from the previous section, qargi's, or qaggiq in Inuktitut, form the
social and material context for traditional games. A qargi's ability to
transform into a place to work, hold feasts, welcome visitors and play games
highlights the ways Never Alone is not simply a site for a competition
to play out, but also a space in which relationships are fostered, strengthened
and delineated. The evocation of a qargi with Never Alone elicits the
richness of relations through gameplay, yet it is also important to note that
the qargi is flexible on Iñupiat terms.
The game's overarching
structure is similar to a multipurpose qargi. Never Alone brings many
voices together through the game's structural elements. The game allows a
player to play both characters by toggling through each task or play in a two player
mode with a friend. The game includes short documentary films, or "Cultural
Insights," that are unlocked when a task is completed or when an owl is found
in the scenery. Cultural Insights explain elements and figures directly
depicted in the game such as the Northern lights or the Manslayer, an iconic
figure in many Iñupiaq oral stories. They also explore topics that directly
affect Iñupiaq communities, such as subsistence living, the value of sharing,
or the ways global warming impacts the community's relationship with the land (Never
Alone). As a digital qargi, Never Alone is a space for learning, for
play and perhaps a space to foster relationships. The game emphasizes the
complexity of community within Iñupiaq knowledge systems as well as the responsibility
that these relationships entail.
The
Cultural Insight "The Heartbeat of the Community" evokes the richness of
community in the qargi (Never Alone). Fox and Nuna have just met the Owl
Man who asks the pair to retrieve his stolen drum. If they return the drum, the
Owl Man promises to help her find the one who has destroyed her village. Once
Nuna and Fox set off on their mission, the Cultural Insight is unlocked (Never
Alone). The video focuses on the importance of the drum to Iñupiaq people
and broadly to other Indigenous peoples in Alaska (Never Alone).
Cultural Ambassador Cordelia Qignaaq says that the drum is "a recognition of
life and vitality" for the community (Never Alone). The explanation of
the drum's importance to connect communities contextualizes the Owl Man's
desire to retrieve his drum and echoes Nuna's obligation to try to restore
order to her community. Through
the drum, Nuna, Fox and Owl Man's mutual communal
responsibilities to each other and the land connect.
"The Heartbeat of the Community"
includes direct performance of drumming to the camera to compellingly create a
qargi space. The video shows old footage of feasts with drummers and dancers in
celebration. Yet the video ends with James Mumigan, an Iñupiaq Cultural
Ambassador and a voiceover actor for the game, performing a drum song directly
to the camera (Never Alone). The song lasts for only twenty seconds, but
Mumigan sings and drums with such enthusiasm that his drumming stick breaks. As
he finishes the song, Mumigan looks at his now broken drumming stick and to the
floor where a piece has landed and jokes "[m]an, I went at it and look what
happens" (Never Alone). The incident makes Mumigan and the filming crew
erupt in delighted laughter and reveals a moment of spontaneity in an otherwise
planned shoot (Never Alone).
Mumigan's performance engages the player within the broader context in which socially
fulfilling games should be played. Games exist alongside singing, drumming, and
laughter, which signifies the "life and vitality" of the community (Never
Alone). Mumigan's performance
also seems to be creating a qargi space for the video game itself, in which
games are engaged in a complex web of responsibilities and relationships. The
qargi is multipurpose and it appears that Never Alone, with its
inclusion of community speakers, Elders, songs, and games, is formulating a
digital qargi.
The
digital qargi also demands a reflection on the bonds and responsibilities
fostered through the game's narrative and gameplay. The game's title echoes the
qargi's focus on uniting community. Kisima
Inŋitchuŋa translates to "I am never alone" and seems to
question the strength of relationships through trials and distance. Within the
game, Fox always accompanies Nuna and helps her through many challenges. Nuna
and Fox also interact with spiritual beings on the land and a sentient arctic
landscape. Nuna is, therefore, "never alone" even if it appears that she is the
only human. An array of beings and relationships surround and accompany her
throughout her journey. Yet, the absence of Nuna's human community is the
game's narrative focus. Nuna must leave her community in order to find the
source of the blizzard that torments them and affects their ability to hunt.
She may be separated
from her human relatives, but the love she has for her community compels her to
move forward. "Community" within this game space is much more flexible as it
unites kinship networks between the land, animal and more-than-human beings,
the spirit world, and humans. I find the kinship networks and ongoing
responsibilities to community that Nuna practices fascinating and question how
the game might compel non-Inuit to consider their responsibilities to the North
or may be a way for Inuit in the South to maintain relationships through play.
These concerns are taken up in the article's final section.
"But
the girl wondered...": Representing and Testing Isuma in Never Alone
Arctic games test
physical endurance and help prepare individuals for the physical exertion of living
a traditional subsistence lifestyle. However, what tests the protagonists or
the player(s) in Never Alone? Nuna certainly uses every physical skill
she has learned as a young person: she must run quickly, navigate ice, aim
accurately with her bola, but the player is also certainly using a particular
kind of skill. They are not moving their bodies to prepare for
activities on the land. Instead of physical trials, I argue that Never Alone
is testing the player's isuma, mental strength, flexibility, and endurance.
Jean Briggs explains that isuma:
Refers to
consciousness, thought, reason, memory, will... Saying that a person has isuma is
equivalent to saying that he or she exercises good judgment, reason, and
emotional control at all times... The possession of isuma entails
a person to be treated as an autonomous, that is, self-governing, individual
whose decisions and behaviour should not be directed, in any ways, outside
the limits of the role requirements to which one is expected to conform.
(Quoted in Martin, Stories 55)
The
ability to be a "self-governing" person who understands the complex
relationships between themselves and all beings on the land demonstrates self-determination
in the Arctic that supports Inuit knowledge systems. As a game that moves its
challenge from the physical to the mental, Never Alone forces the player
to exercise their mental abilities instead of their physical skills. The
player's mind must be adaptive enough to succeed in Nuna's world.
Never Alone's
premise certainly engages with many aspects of isuma including maturity,
cleverness and understanding. Nuna searches for the source of the storm, must
overcome obstacles, and form good relationships with animals and
more-than-human beings. Nuna interacts with more and more beings on the land throughout
the game and she must judge whether they can either help or harm her. For
example, the Owl Man asks for Nuna and Fox's help and she must outsmart the
meddlesome Little People who have stolen his drum (Never Alone). This
premise demonstrates an awareness of the ways Nuna's actions affect multiple
people beyond herself and her community. Players must also learn how to
cooperate well with others whether they are working with fellow players or an
AI. Players must also learn how to foster cooperation between Fox and Nuna. For
instance, players who try at first to leave Fox behind will soon realize that
they cannot succeed if they try to only help Nuna. I myself tried to make Nuna abandon
Fox at the beginning of the game, because he seemed too slow. But after being
mauled repeatedly during my first encounter with a polar bear, I realized that
I needed to collaborate with Fox to outsmart the bear and escape. Clearly, I
identified with Nuna because she is a human character, and I assumed she would
be the dominant figure, while I relegated Fox, an animal, as simply a cute
sidekick. I assumed human superiority and I did not at first recognize the
importance of collaboration. Fox's
cleverness and ability to interact with the spirit world is essential to Nuna's,
and, by extension, the player's success. The player must be sure that both
characters continue to help each other if they are to succeed for the good of
the community.
The game's ambiguity
forces players to develop their isuma. The keystrokes to jump, run, and climb
are straightforward, yet there is very little instruction on how to overcome
obstacles, know where spirits are hiding, or how Nuna and Fox should work
together for any particular task. Everything must be learned through trial and
error, much to the players' possible frustration. The minimal instruction
forces players to learn from first-hand experience and develop the mental
skills and fortitude to think independently. Players learn quickly that
refusing to collaborate with those around them results in Nuna and Fox's
failure and death, as I learned through my own mistakes. Though it is not
immediately clear, privileging Nuna as the primary player because she is human
cuts players off from engaging with the spirit world. Without Fox, the spirits
that carry Nuna and Fox over chasms and ice walls remain invisible. Yet by
playing Nuna and Fox in collaboration and practicing patience, players can reflect
on their actions, demonstrate maturity and selflessness and hone their isuma
through experience.
The
game's divergence from traditional platformer levels and lifecycles erases
clear markers for success and it is this structural ambiguity that further challenges
players' isuma. There is no "game over" option to tell players when they
should stop playing or to inform them of the level reached. Players will fail
indefinitely until they succeed at their present challenge. This design choice
is in stark contrast to earlier platformers that depend on marked or tiered
levels to mark progression and limited lifecycles to distinguish successful
players from their competitors. Never Alone chooses to test players to
continually try to learn from their mistakes, reflect on their actions, and
change their approach. Dying several dozen times in a row—as was my
experience—could make players angry at the game itself. Though I did not
stop playing, I can imagine that many players may have become frustrated and
walked away thinking that the game is flawed. But players who do this are not
developing their isuma and are emotionally immature. The game does offer a
"pause" function, like many traditional platformers, and it is invaluable for
players who need time to reflect during the game's long duration. Often, I
would pause the game when overcome by frustration and failure and use that time
to reflect on my action to consider a change in approach to succeed.
The
game's demand to persevere in spite of failure is embedded in its very
structure and presents failure and death not as a punishment, but as an
opportunity to develop knowledge and hone skills through practice. The demand
on one's mental fortitude reflects isuma's demand for maturity and self-control
of one's emotions (Martin, Stories 55). Moreover, the
game treats its players as autonomous beings. It honours their sovereignty. It
does not interfere in the players' constant failure by ending the game after a
certain number of losses, and it does not dictate directly how a game should proceed.
Instead, it presents unlimited amounts of space for practice and embeds
"Cultural Insights" of Elders and more knowledgeable community members from
whom wise players can learn. Never Alone wants its players to succeed,
but players must change their approach and develop their isuma to have the
maturity to apply the wisdom of others.
The order of challenges embeds learning from
experience as a foundational value for the game's design. For
example, Nuna and Fox's encounter with the Manslayer is similar to a previous
polar bear den challenge where Nuna and Fox have to dodge the bear's attacks.
In the Manslayer encounter, they are trapped in the trees as Manslayer tosses
fire at them from the ice (Never Alone). As the fire burns the branches,
Nuna uses her bola to break the branches to crash through the ice. If a player
is successful at dodging his charges, then they will eventually overcome the
Manslayer when he falls through the ice and drowns. This challenge is similar
to the earlier obstacle in which Nuna and Fox entice a polar bear to charge
them (Never Alone). By dodging the bear's attacks, the player forces the
bear to eventually break a hole in the ice wall creating an opportunity for Fox
and Nuna to escape the bear's den. In both obstacles, Nuna and Fox must work
together to use their opponents' strength against them. However, unlike the
polar bear who is protecting his den, the Manslayer is a threatening figure
that decimates Nuna's village and wants her bola, one of the only tools she has
on her person (Never Alone). Manslayer is threatening beyond Nuna's
ability to survive on her mission. In the accompanying Cultural Insight, Amy Fredeen
explains that in Iñupiaq stories, the Manslayer "risks the livelihood of
individuals and the whole community. And so, the Manslayer is a way to say, 'Don't act only for
yourself. Always hold the community in your heart'" (Never Alone). It
is imperative that Nuna and Fox mature as the stakes of each obstacle intensifies.
By remembering the tactics used against the bear and the similar design of
previous obstacles, players can use past experience to overcome present challenges.
Obstacles are structured for players to "exercise
good judgment, reason, and emotional control at all times" (Martin, Stories 55); however, some obstacles are
premised on the failure to use isuma as a warning for stubborn players.
Throughout Never Alone, Nuna confronts several polar bear challenges,
which I read as her ongoing underestimation of the bear's intelligence and
strength. As a child, Nuna may have limited experience engaging with polar
bears by herself, yet that inexperience leads her to mistake the extent to
which a bear will go to pursue its prey. The game opens with a polar bear
attack, which the narrator calls a moment of "real danger" (Never Alone). As
Nuna runs away, Fox appears and players can lure the polar bear onto thin ice,
trapping it in water. This action allows the players to flee as the narrator
remarks that, "she is lucky to be alive" (Never
Alone). The first polar bear attack highlights the extreme
consequences of engaging with the land with little experience. The polar bear
encounter sets off a chain of events in which bear attacks are frequent
dangers. I am inclined to read it as a singular bear who is intent on not
losing its prey (Never Alone). When a second bear attack occurs after
Nuna and Fox walk on thick ice from the water, a bear follows close behind from
the sea already angry intending to attack (Never Alone). The recurrence
of the bear following its prey through any obstacle demonstrates the ways
inexperience may result in ongoing dangers in a landscape that requires both
mental and physical strength and knowledge.
The recurrence of the polar bear is a palpable
consequence to inattention and inexperience. However, the game also situates
the polar bear within Inuit traditional knowledge. Polar bears are
not senseless animals. In Inuit Qaujimaningit Nanurnut: Inuit Knowledge of
Polar Bears, hunters and trappers in Gjoa Haven, Nunavut explain that polar
bears are the only animal beings that possesses isuma and so "as polar bears
were understood to be omniscient," they had to be respected (75). Polar bears
are autonomous intelligent beings who can strategize attacks on unsuspecting
prey, have awareness of humans and seek revenge (82). The bear is certainly
clever and demonstrates a keen knowledge of the landscape and anticipates its
prey's movements. As the bear emerges from the sea and ambushes Nuna and Fox
again and again, the polar bear is enacting a knowledge of human beings from
past experience that allows it to anticipate Nuna's travels and the best way to
surprise her. The narrator explains the importance of respecting a bear's isuma, "If you outsmart
a polar bear there is no time to relax. A hungry bear will not give up easily!"
(Never Alone). The
narrator's warning foreshadows that Nuna and Fox's escape is temporary because a
pursuer will persevere through momentary failure when they are driven by hunger
and intelligence.
The
game's focus on the polar bear's cunning and Nuna's ongoing failure to
anticipate its actions enables the game to formulate obstacles around
traditional Inuit understandings of polar bears. These obstacles are not simply
thrilling experiences where players must overcome a harsh landscape. Instead,
the obstacles seem to complicate Inuit and arctic animal relationships. The
bear, though fearsome, is not framed as a malicious creature. The narrator
contextualizes the polar bear's actions as driven by hunger and not by a love
of killing. The third obstacle with the polar bear illustrates the games'
prioritization of Inuit values and relationships to arctic animals. As Nuna and
Fox "stumble" into
the polar bear's den, the narrator states that, "[The bear] was not happy to
discover uninvited guests" (Never
Alone). By describing Nuna and Fox as "guests," even
comically, the narrator is positioning the bear, fox and girl as possible
relations under better circumstances. Though the bear attacks them several
times over the progression of the game—as was my experience—Nuna
and Fox succeed by distracting the bear together and enticing it to charge at
the ice-ledge they are standing on. Nuna and Fox are lucky to escape, but the
polar bear den obstacle questions the ways good relationships based on respect,
even between hunter and prey, should be followed.
"we
are not a museum piece": Navigating Cyber-territories and Colonial Glitches
The following
section will discuss the connection between games and Inuit politics that continually
shift to respond to the present need of Inuit. Never Alone echoes the
assertion of Inuit self-determination through remediating organized traditional
sports. Circumpolar Arctic Games competitions emerged in tandem with an
articulation of Inuit Nationhood through the ICC in the 1970s.[7] These international competitions allow Inuit to unite from across
the circumpolar in an act of friendly competition that asserts their knowledge
and experience in the Northern Circumpolar. The competitions also combat
settler-states' denial of Inuit self-determination and push back against
governmental control of circumpolar territories.
Never Alone echoes the Arctic
games competitions' global reach by explicitly marketing the game to a global
market. The creators call Never Alone, the first "in an exciting new genre of "World
Games" that draw fully upon the richness of unique cultures to create complex
and fascinating game worlds for a global audience" ("Crafted in
Partnership"). This statement echoes the circumpolar games' desires to foster a global
interaction on Inuit terms, yet it does so by moving competition from the
physical domain to digital territory.[8] The game is available to purchase
digitally through all major game consoles and operating systems. It, therefore,
invites players from around the globe to enter the digital qargi as it is
adaptive and malleable to any device. The game's engagement with a
global audience surreptitiously undermines common assumptions of competition
made by qallunaat,[9] or
non-Inuit, worldviews. Instead of creating a game that relies on the dynamics
of dominance, the removal of life, or a disconnection from responsibilities to
place, Never Alone grounds a global audience in a game that relies on
collaboration and the values of Iñupiaq people. In so doing, the game practices
aulatsigunnarniq as a
decolonizing manoeuvre by purposely ignoring
colonial borders that cross-cut the globe and reaches beyond international
borders to foster relationships on Iñupiaq terms. The focus on a global audience could
obscure the needs and intent of the Iñupiat community who commissioned and
co-produced the game. Nevertheless, intentionally reaching out to a global
audience enables the creators to choose the ways they represent themselves or
their creations while also ensuring that the community benefits economically
from a global market (Gaertner n.p.). Never Alone is conscious of the
ways in which it is widely available, yet it prioritizes the importance of
affirming the interests and relationships of Iñupiaq communities through
gaming.
As a digital
game that reaches out beyond Iñupiaq
boarders, Never Alone critiques settler claims
to the Arctic. Asserting sovereignty through games and competition could mirror
the colonial power dynamics of fighting over land and territory. That is
certainly a qallunaat view of competition. However, in Allen Auksaq's
documentary "Stories from Our Land Vol. 2," Inuk athlete Johnny Issaluk
explains that games are a way to welcome visitors within arctic communities
(Auksaq). I find this form of welcoming fascinating as it engages sports and
games within the practice of fostering good relations. Competition, therefore, is
a subtle way to assert self-determination, because in playing a game, guests
are firmly aware of the host's rules and must play by them to win. Competition
in this sense is a playful form of sovereignty that untangles competition from domination.
This is evident through Never Alone's
evocation of isuma where the player must shift their understanding to win. Yet the polar
bear den challenge is one of the most explicit commentaries
on settler colonialism in the Arctic.
If we recall the scenario, the bear is angry at Nuna's and Fox's
rudeness as they stumble into its den unannounced. It then charges the pair,
who must dodge its attacks (Never Alone). The bear's den has become a
space of occupation where Nuna and Fox transgress the bear's territory. Reading
the obstacle through a settler colonial lens highlights the importance of
respecting the wishes of a host as the bear den becomes a metaphor for the
occupation of land. Consequently, the game asks its players to be respectful
guests that listen to the advice and wishes offered by their hosts. Never
Alone invites players to become guests in a friendly form of competition
within a digital territory.
Public
reaction to Never Alone has been polarizing and negative critiques of
the game design carries an undercurrent of colonizing rhetoric. While Wired writer
Matt Peckham and Kotaku reviewer Evan Narcisse
praise the game for its stunning animation, endearing characters, and engaging
storytelling to teach players about Iñupiaq culture respectfully (Peckham n.p.;
Narcisse n.p.), Daniel Hindes at Gamespot
heavily criticizes the game's simple nature and allegedly "glitchy" gameplay (Hindes
n.p.). Hindes describes the glitches as "unresponsive controls," "slow and
unwieldy" movement, and controls that lack "precise timing," which leads to the
characters' death and the player's failure (Hindes n.p.). The latter criticism
troubles me because its simple nature and technical issues are the primary
criticisms (Hindes n.p.). Such a criticism echoes colonial discourses because
it implies that Iñupiaq people, while good storytellers, are less sophisticated
game-developers for digital games. Yet,
Katarina Soukup argues that Inuit have readily embraced technologies from the
South and adapted them quickly to best serve their needs, which creates a
"contemporary aesthetic that is rarely understood or valued—since the
outside world prefers the classic symbols of ancient/traditional Inuit culture
associated with Otherness" (n.p.). I have never experienced any "glitchiness"
myself and so the criticism seems to uncomfortably echo stereotypes that Inuit,
while simple and kind, are not accustomed to the "sophisticated" technologies
from the South. Perhaps the "glitchiness" critique is produced through the
discomfort that Southern players feel when their understanding of Northern
peoples is challenged. Southern players choose to critique the game's alleged
failings instead of pausing to reflect on their own responsibilities that are
raised in the game.
I
believe, however, that the glitchiness critique reveals the ways
technological inequalities in the Arctic is a means of colonial control.
Internet access is exorbitantly expensive in the Arctic where schools,
businesses and homes cannot afford the high premiums for dial-up internet (Nix
n.p.). Broadband internet access is not available in Northern Alaska or on many
Native American reservations creating a "digital divide" along colonial axis
(Tveten n.p.). In "Inuit Cyberspace: The Struggle for Access for Inuit
Qaujimajatuqangit," Alexander, Adamson, Daborn, Houston, and Tootoo state that
the lack of internet access in the North is akin to settler-colonial removal
from digital territories, because Indigenous peoples in the North cannot "both
draw upon and contribute to the digital world" (241). Never Alone pushes
back against digital exclusion. It was produced in conjunction with
E-Line Media, a company from the South, precisely because creating the game's
high quality graphics in the North would be economically unwise and enabled
digital self-sufficiency by controlling how they are represented. While I am
skeptical of criticism that focuses so narrowly on the game's supposed
glitches, such critique does require a frank conversation about affordable
internet access and available digital training throughout the Arctic.
Conclusion
As
a settler from southern Canada, my familiarity with Inuit literature and
politics has influenced my experience playing the game. Yet, Inuit
traditional knowledge states that knowledge is gained experientially within a community-land-based
context ("What is Traditional Knowledge?").
While I have experiential knowledge of Inuit communities through travel, such direct
knowledge is insufficient and overshadowed by my clear reliance on texts.
Though this article is a process of reading a "text," Never Alone is a participatory narrative that invites players into
a readable experience. In "The
Sovereign Obscurity of Inuit Literature," Keavy
Martin has similarly reflected on the limits of the English language to
describe the variety of stories and songs in Inuktitut. While Inuit
traditional knowledge privileges experience, Martin states that much of Inuit
literature's strength is its opaqueness, which resists being legible to
outsiders (20). She
states, "'[l]iterature,' in other words,
is a term that asks readers, listeners, and viewers to pay particular attention
to the way in which information is conveyed—whether it be
written, spoken, carved, or sung"
(20).
Literary texts, whether they are carvings, songs, written, or digital
texts have the capacity to command the attention of an outside audience though
they are created primarily for an insider audience (21). In the case of Never
Alone, we can think of it as a game based on traditional gaming dynamics,
which allows outsiders to join in the game. Non-Inuit players or players who
are unfamiliar with the Northern circumpolar may find the game conceptually
challenging. Yet, my experience of Never Alone as a digital qargi may
seem false to Iñupiaq communities who could read the game quite differently and
my argument may not resonate with the entirety of the Inuit homelands across
the circumpolar. However, I think understanding the game from an Inuit-specific
context challenges settler/southerner players who believe that they understand
Iñupiaq culture and communities already.
If their isuma is challenged, even non-Iñupiaq players who successfully
complete the game may realize that they do not know Iñupiaq communities at all.
Once they decide to enter the digital qargi, players must recognize that the qargi is a space for
work and labour as well as for play and should prepare for the work that
awaits.
In closing, I
would like to reflect on a passage from Ken Buck's "Northern Games," an NFB documentary about the 1980
Northern Games in Arviat, Nunavut. An unnamed speaker observes,
All of these
games fit into a one-life story, and it's hard to explain. Hard to explain. Our
style of sports is to be good at every little thing and if somebody beat you,
you just go over there and shake his hand. This is somebody better than you.
That's our style of sport. You gotta be thinking all the time, every part of
your body, even your mind. Lotta times, if a guy moves slow, if he's a quick
thinker, he don't have to move fast. (Buck)
The
comment certainly focuses on the importance that humility and maturity plays in
competition. These values foster relationships with visitors from across the
Arctic and seem to reflect the ways games are being deployed to unite Inuit.
The observation that these games and their importance is "Hard to explain" is
certainly appropriate for Never Alone. The expansiveness of Never
Alone fits the digital game within the "one-life story" of traditional
games. However, players unfamiliar with Inuit knowledge frameworks cannot
easily explain the ways in which Never Alone's
adapted story, obstacles, and Cultural Insights fit together. It requires
players to think deeply about their relationships and responsibilities to Inuit
as Never Alone encourages players to be "quick thinkers" within the
digital qargi.
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Notes
[1] This paper is developed from
a panel organized by David Gaertner for the Indigenous Literary Studies
Association's 2016 conference. I would like to thank David Gaertner, Warren
Cariou, Maize Longboat, and Naithan Lagace for their own compelling examinations
of Never Alone. A version of the conference paper was published on our
panel's blog (Meloche n.pag.). I would also like to thank colleague Brandon
Kerfoot for his ongoing conversations about Inuit literature and the
significance of polar bears to the game's design and Gregory Blomquist for
reading an earlier version of this article.
[2] Throughout the article,
"Iñupiaq" refers to Inuit from the North Slope region in Alaska. "Iñupiat" is
singular, while "Iñupiaq" is plural. "Inuit" is used within the broader context
of Inuit peoples throughout the Northern Circumpolar. The singular of "Inuit"
is "Inuk."
[3]
Naithan Lagace and Maize Longboat both contextualize their analysis of Never Alone within a longer history of
Indigenous representative self-determination in videogames in their blog posts
"Never Alone and the Impact of digital Indigenous Storytelling" and "Never
Alone: Rendering Digital Gaming Spaces Open for Indigenization" respectively
(Lagace n.pag.; Longboat n.pag.).
[4] It should be noted that
knowledge is localized and a variety of languages and dialects across the
circumpolar means that terms and knowledge may differ from region to region and
even between communities. Though I cite Inuit scholars who use Inuktitut terms,
terms to describe sovereignty exist in Iñupiat as well, which are not addressed
in this article. I hope to reflect on the game's engagement with broader
notions of Inuit self-determination by drawing the game into conversation with
Inuit scholars in Nunavut.
[5] A community house is called a
"qargi" in Iñupiat and serves a similar purpose as qaggiq in Nunavut.
[6] For studies on traditional
Iñupiaq and Inuit games, see Application of a Theory of Games to the
Transitional Eskimo Culture by Robert Glassford or Inuit (Eskimo) Games
by F.H. Eger. Johnny Issaluk wrote Games of Survival: Traditional Inuit
Games for Elementary Students as a guidebook for Inuit children to practice
traditional games in schools.
[7] The development of a united Inuit political voice with the ICC emerged in tandem to game organizations like the Arctic Winter Games, established in 1969 ("Background of the Arctic Winter Games."), and the Northern Games, established in 1970 ("History and Philosophy"). The Arctic Winter Games bring together athletes from across the circumpolar to play winter sports as well as traditional Inuit and Dene games. Events like the One and Two-Foot High Kick, the Alaska High Kick and the One-Arm Reach all demonstrate the importance of endurance, flexibility, agility and strength (Auksaq). These are foundational values for not only subsistence lifestyle, but also the continuance of Inuit self-determination. Arctic games have emerged as a way to express Inuit nationhood as it brings together peoples from across the circumpolar that asserts values of "cultural awareness and understanding," "fairplay," and "personal [and] community development" through competition ("Arctic Winter Games: Role & Purpose of the Games").
[8] Never Alone is
part of the growing movement of Indigenous games that use Indigenous knowledge
systems as a foundation and pushes back against popular stereotypes.
In so doing, these games dismantle demeaning depictions of Indigenous people
and assert sovereignty in the digital sphere. Games like Qalupalik by Pinnguaq
Technology Inc., Spirits of Spring by Minority Media and Invaders by Elizabeth
LaPensée use game platforms to imagine Indigenous futures as complex
continuations of kinship ties and relationships to place and storytelling
(MUSKRAT Magazine).
[9] "Qallunaat" is the Inuktitut word for "white person" or non-Inuit. Inuk author Mini Aodla Freeman explains that "qallunaat" has a richer meaning in which, "the word implies humans who pamper or fuss with nature, of materialistic habit. Avaricious people" (Life Among the Qallunaat 2015, 86). Of importance for this article, "qallunaat" describes a worldview that is often in conflict with the interests of Inuit. "Southerner" is used as an alternative term and describes those living south of Inuit territories.