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The video game Tomb Raider was developed by Core Design and first
published by Eidos Interactive (Eidos, 2007). The games protagonist Lara
Croft was one of the earliest characters identifiable by non-gamers and
has become a world-wide phenomenon since her release in 1996. The
following essay will take you into the world of Tomb Raider, where you’ll
come to understand the games narrative, look and structure, and
ultimately how the creators have engineered the game to deliver an
interactive experience to players. So lets get started- as Lara says …
The games look and structure generally serves not only as a backdrop or
setting to the proceedings, but as an obstacle that must be overcome if
events are to progress (kelman, 2005). The structure of Tomb Raider
enables Lara to run, jump, side-step, swim and dive. A general button is
used to perform various things such as firing guns, picking things up,
grabbing onto ledges and pulling switches (Wikipedia, 1996). Traps and
enemies are what bring Lara to her death. Inanimate objects play an
important role in Tomb Raider-signalling progression in the game, as Lara
acquires visible and tangible rewards. Gard highlights, ‘’a powerful
Character must be well adapted to its environment”. In Tomb Raider, Lara
moves around Tombs and ancient sites; looking for clues and overcoming
traps on her quest- as an archaeologist, she is well adapted to the look
and structure of the game. The world Lara explores is brought to life in
three-dimensions and is characterised by the places she ventures through.
The games ability to imitate organic objects like trees, faces, grass and
animals develops an ‘intimate relationship among players, images and
technologies that is both material and aesthetic.’ (Gidding & Kennedy,
2008, p.17)
The above picture shows the digital development of Lara Croft, from her earlier design in
1996 (top left) to the Lara in 2007 (top right).The 2007 design uses a greater number of
polygons to create a more realistic 3D design.
Kelman highlights, ‘Lara was [one of] the first to make a critical leap when
she was promoted as a synthetic individual- a woman with her own
personality and life outside of the role she played in the Tomb Raider
titles. (2005, p.21) In gameplay the choice of character is critical. When
creating a well-developed character, designers must use visual clues that
people associate with certain human characteristics, and through this
establish a clear, united message that encourages players to admire and
become interested in the character (Gard, 2000). Gard (2000) argues that,
a design which objectifies the character will prevent players from
empathizing with it. “If the character is attractive, believable, and
commands respect, players will grow fond of it” (Gard, 2000, p.1).
Someone playing a character of the same sex, for example in Tomb
Raider, could grow to emulate the appealing characteristics of Lara. In
2006 Tomb Raider the movie, starring Angelina Jolie as Lara Croft, was
released (Cope, 2004). Giddings and Kennedy argue that players will
identify more profoundly with the video character as opposed to the
movie character, as they can control the video character’s decisions and
actions. ‘Driving an avatar involves utilising a console, identification is
occupation; literal and mechanized. ..When Lara dies her temporary
mortality returns the role of subjects to her operator. She exerts violence
with us, and then she dies for us, over and over.’ (Carr, quoted in
Giddings, 2008, p.23)
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