God of War
World Building, Narrative, and Player Experience
Daniel Tynan
Submitted to the Faculty of Film, Art and Creative Technologies in candidacy
for the BA (hons) Degree in DL828 Model making & 3D Design
Submitted (13/03/2022)
Declaration of Originality
This dissertation is submitted by the undersigned to the Institute of Art
Design & Technology, Dun Laoghaire in partial fulfilment of the examination
for the BA (Honours) (programme name). It is entirely the author’s own work
except where noted and has not been submitted for an award from this or
any other educational institution.
___________________________________
Acknowledgements
Throughout the writing of this thesis, I have received wonderful support from
those around me.
I would like to thank my supervisor Dr. Sherra Murphy, for sticking with me
and for guiding me through creating something that I am truly proud of.
I would like to thank my family, for their support and encouragement
throughout my college journey.
I would like to thank Glen, for always being by my side and pushing me to be
the best I can be.
Lastly, I would like to thank my Grandad, for always believing I would get
here, my own way.
Abstract
How God of War (2018) creates an emotional and engaging experience
through narrative and world building. I will explore both of these aspects in
detail in regard to game design and how this impacts the player experience
and how that, in turn, creates a unique experience in God of War. After
playing through this game twice myself, I began to notice how it was distinctly
different to any other game I had played before, the entire playable
experience felt different to me as the audience to the game. This is when I
began to delve deeper into why this may be.
Table of Contents
List of Figures ________________________________________________ pg. 01
Introduction __________________________________________________ pg. 03
Chapter 1 ____________________________________________________ pg. 08
God of War: Design and World Building
Chapter 2 ____________________________________________________ pg. 24
God of War: Narrative
Chapter 3 ____________________________________________________ pg. 35
The Experience of God of War
Conclusion ___________________________________________________ pg. 47
List of Works Cited ____________________________________________ pg. 52
Appendix __________ __________________________________________ pg. 57
1
List of Figures:
Fig. 1: Troll skinning The Art of God of War. Pg. 14
Fig. 2: Kratos and Atreus with Faye’s Body (God of War. Dir, Cory
Barlog. Santa Monica Studios 2018 (GOW)) Pg. 15
Fig. 3: Kratos and Atreus beginning their journey towards the
mountain (GOW) Pg. 16
Fig. 4: Kratos and Atreus on the highest peak in Jötunheim (GOW)
Pg. 18
Fig. 5: Wanderer above the sea fog (Casper David Friedrich c1818)
Pg. 18
Fig. 6: Kratos in Niflheim (GOW) Pg. 20
Fig. 7: Abbey in the Oakwood (Casper David Friedrich c1809-1810)
Pg. 20
Fig. 8: The world map of Midgard (GOW) Pg. 22
Fig. 9: Atreus’ Bestiary (GOW) Pg. 23
Fig. 10: Atreus/Loki (GOW) Pg. 28
Fig. 11: Loki with a fishing net (18
th
century Icelandic manuscript) Pg.
28
Fig. 12: Kratos and Atreus meet Jörmungandr, the world serpent.
(GOW) Pg. 29
Fig. 13: Kratos and Atreus sharing a rare intimate moment. (GOW)
Pg. 34
Fig. 14: Kratos and Atreus on the river (GOW) Pg. 37
2
Fig. 15: Assassins Creed Valhalla’s third-person camera (Assassins
Creed: Valhalla. Dir Eric Baptizat. Ubisoft. 2020) Pg. 39
Fig. 16: Call of Duty: Black Ops cold war’s first-person camera. (Call
of Duty: Black Ops Cold War. Dir. Corky Lehmkuhl, Dan Vondrak.
Activision. 2020) Pg. 40
Fig. 17: Typical Gameplay within God of War (linear progression)
(GOW) Pg. 43
Fig. 18: A Fight with a Valkyrie (Emergence gameplay) (GOW) Pg. 44
Fig. 19: A Jotnar shrine in the game depicting Sköll and Hati chasing
the sun. (GOW) Pg. 45
Fig 20: Kratos and Atreus exploring the realms in God of War:
Ragnarök (God of War: Ragnarök, Dir Cory Barlog. Santa Monica
Studios, 2022) Pg. 50
3
Introduction
4
To understand a sense of immersion and attachment as an audience or
“Player” to video games, we must first explore games and their place in our
world as well as what makes a good video game. Frans Mayra in, An
Introduction to Game Studies provides an excellent overview of the most
basic elements of Game Studies and also into the place of video games as
part of our culture today resulting in an understanding of the basic
elements of games that will create an immersive experience. To allow
context for the role of video games in our modern day lives, Mayra states that
while in the past games were “only cluttering the children’s rooms and arcade
parlours”
1
they are now “conquering living rooms and stepping out from the
computer screen to various multifunctional devices”
2
, showing a true shift in
the place video games now have in our lives they are a far more adult
experience to the general public now than they would have been. This has
allowed for a rapid change in both the quality and software of video games
but also changes in progression of stories and therefore progression of the
worlds that hold them. As Mayra further discusses the space video games
occupy in our lives, it becomes apparent that the audience (or the “player”)
have molded and shaped the types of games and stories that have been
played and written through demand and this in turn will influence how
attached these players are to each individual game and story.
As games and stories develop so does the complexity of the worlds in which
the players inhabit during play. Each player approaches a game in a unique
fashion that will change both ideas and attitudes towards certain games.
1
Mayra, Frans. An Introduction to Game Studies, SAGE Publications, 2008. P 15.
2
Mayra, Frans. An Introduction to Game Studies, SAGE Publications, 2008. P 15.
5
Each different approach in mindset seems to result in the player either
engaging with a certain type of video game or not. This is vitally important to
consider as this can create a discourse in what is considered a “good” game
to play. Engagement hangs on approach, and while Mayra concludes that
some gamers concentrate more on the rule system and play the game to
win or finish it, without much regard for the game world or its backstory”
3
it is
becoming apparent that this is becoming a harder state to remain in as the
increasingly complex worlds and stories players and partaking in forces the
player to consider the game world through rules and both linear and non-
linear storylines.
To begin to explore the immersion a player feels whilst participating in the
“play” of a video game one must first look to the foundation of what captures
an audience’s attention in entertainment in general. For thousands of years’
story has been what drives and captures audiences. However, we must look
to what is integral to these stories and how they are supported in their
existence. Mark J. P. Wolf notes that “it is the world that supports all the
narratives set in it and that is constantly present during the audience’s
experience”
4
. Despite if the audience, or in this case “player”, is aware of it or
not; the existence of worlds that our stories inhabit gives them meaning,
purpose and a place that we can use to further understand the story that is
being told. In the exploration of immersion, it is apparent that the core idea
that “worlds, unlike stories, need not rely on narrative structures, though
3
Mayra, Frans. An Introduction to Game Studies, SAGE Publications, 2008. P 18.
4
Wolf, Mark J. P. Building Imaginary Worlds: The Theory and History of Sub creation, Taylor &
Francis Group, 2012. P 16-17.
6
stories are always dependent on the worlds in which they take place”
5
. For in
order to “invite an audience to vicariously enter another world and hold them
there”
6
there must be a world for them to enter, then once that world is
created and understood a story has a solid base on which it can exist. With
the addition of vital elements such as rules the player can understand and
follow, as well as background building elements that can be discovered or
interacted with during play, we begin to see a fully rounded and immersive
experience take place.
The need for a rule system within video games is essential (particularly in
games that allow for open exploration) Sebastian Domsch attributes them to
much of the success of the player’s experience and engagement and
therefore immersion. To define rules as “the most important defining
characteristics of games”
7
initially feels like a rather bold statement to make,
however defining them in such a way to separate them from linear media
such as novels or movies gives a deep insight into worlds and why we find
them easy to immerse ourselves in. Rules (and our learning to understand
them) lead us to a sense of understanding of a world and how it functions,
thus giving a sense that once we know these rules, we can belong in the
world that has been created. To consider that within these worlds there is
rule systems, and considering videogames as a “meta-medium” – defined by
Domsch as a medium with the ability to, non-reductively, incorporate all other
5
Wolf, Mark J. P. Building Imaginary Worlds: The Theory and History of Sub creation, Taylor &
Francis Group, 2012. P 17.
6
Wolf, Mark J. P. Building Imaginary Worlds: The Theory and History of Sub creation, Taylor &
Francis Group, 2012. P 17.
7
Domsch, Sebastian. Storyplaying: Agency and Narrative in Video Games, De Gruyter, Inc., 2013.
Print. P 15.
7
presentational media (spoken text, written text, music, images etc.) within
itself without this media being lessened by being part of a video game we
are provided perspective into the many layers that can be added to a video
game’s world to create something that is well populated, has deep backstory
and is an effective vessel for storytelling and world building to then be
presented to a player as a livable experience.
God of War (2018) (God of War) is a video game that not only utilizes and
embodies these principals but pushes the boundaries of what we can expect
from these principals and how they are delivered. Through unique camera
angles, incorporation of myth into the game’s narrative and unique world
design, the player experience is heightened to a fascinating point. Following
this introduction, I will discuss God of War in relation to design, narrative, and
player experience to further understand the sense of immersion that is
created through play.
8
Chapter One:
God of War: Design and World Building
9
God of War (Santa Monica Studios, 2018) is a single player, story driven
video game. It is the fourth instalment in a series about the Spartan Demi-
God Kratos. Despite the Roman origins of the first three games in the series,
God of War narrates a Norse Mythology based story arc centring around a
man and his son, traveling the lands to spread the ashes of their wife and
mother respectively
8
.
Upon its release, God of War sold more than 3.1 million units within the first
three days of its launch
9
and has since sold a staggering 19.5 million units
worldwide for PlayStation 4
10
. In comparison to other Triple-A games, (‘AAA’
Games that are made by medium to high budget companies) this is a huge
number of sales. Uncharted 4: A Thief’s End, another single player, story
driven game, sold 16 million units in comparison
11
. Not only do the sales
figures show the popularity of the game, but there is also a keen player base
involved with the franchise with many new players joining the series for the
first time at this point. God of War took the title of IGN’s 2018 game of the
year winning 62.2% out of 26,604,825 votes
12
. Within four months of the
game’s release, Sony confirmed that a ‘New game +’ mode would be added
to the game to allow eager fans to replay the game without losing any of their
in-game statistics and items
13
. This indicates the immediate demand from
8
See Appendix 1 for full story summary.
9
Sarkar, Samit. “God of War becomes fastest selling PS4 exclusive ever” www.polygon.com.
Web. May 3 2018. Accessed November 24 2021.
10
Moore, Logan. “God of War has sold nearly 20 million copies” www.comicbook.com. Web.
October 21, 2021. Accessed November 24 2021.
11
Nesterenko, Oleg. “Niko Partners: Uncharted 4 sold 16 million copies, The last of us – 20
Million”. www. Gameworldobserver.com. Web. October 14 2019. Accessed November 24 2021.
12
Bankhurst, Adam. “God of War is the winner of IGN’s best video game of all time bracket”.
www.ign.com. Web. October 1 2021. Accessed 24 November 2021.
13
Sheth, Mihir. “13 reasons why you need to play God of Wars new game + mode, out today”.
www.blog.playstation.com. Web. August 20, 2018. Accessed November 25 2021.
10
fans to replay and reengage with the game. This strong fan base behind the
game has continued to grow leading to much anticipation for the release of
the game’s sequel God of War: Ragnarök. God of War created an
experience for its players that was different to other games with similar sales
numbers by creating beautiful, story-guided worlds and a captivating, deeply
emotional, storyline.
In exploring a single player, story driven game it is tempting to look first at
this deeply emotional narrative. However, theorist Mark J.P Wolf outlines that
“worlds, unlike stories, need not rely on narrative structures, though stories
are always dependent on the worlds in which they take place”
14
. In God of
War the world design has a huge impact on the story it houses and also the
sense of immersion the game aims to achieve. This has a direct influence on
the player’s engagement with the media as a whole. In essence, when
playing a video game, the audience is invited to step into a world that is not
their own this in itself can allow for feelings of escapism and a drive to
explore and understand a new environment. While the player is invited to this
world, they become both an audience and a participant. The aim of creating
an imaginary world can be to “pull their audience in so skilfully that not only is
one’s imagination stimulated without much conscious effort, but the whole
experience is a pleasurable one
15
. This is particularly true of video games:
keeping an audience situated and engaged while they play through a
narrative or freely enjoy a carefully designed world is essential to the full
14
Wolf, Mark J. P. Building Imaginary Worlds: The Theory and History of Sub creation, Taylor &
Francis Group, 2012. P 17.
15
Wolf, Mark J. P. Building Imaginary Worlds: The Theory and History of Sub creation, Taylor &
Francis Group, 2012. P 16.
11
enjoyment of the piece. However, it is important to note that the game itself is
not the experience of a player, but what enables the experience
16
. Jesse
Schell explores this idea in depth in The Art of Game Design likening game
design to building a ship in a bottle; the designer is far removed from what
they are creating
17
. Characters and stories are created to inhabit a world
which a designer is unable to literally inhabit and instead must use a
combination of elements to shape an experience that is activated through
play and interaction
18
.
Approaching the idea that the world has been designed to house the
narrative and characters of God of War leads us to look to what exactly game
design is. Schell puts it in simpler terms stating: “game design in the act of
deciding what a game should be”
19
. Elaborating on that, the game designer
does not ultimately care about games, but the experience that is created by
the player
20
. Considering “without the experience, the game is worthless”
21
as a point in reference to God of War, it is apparent that it is the aesthetic
experience that draws us in and propels us forward. Through light,
movement, sound, and the player’s ability to interact with the world and
control their actions, the shape of what a game “is” begins to take form. This
16
Schell, Jesse. “The art of game design”. Elsevier, Morgan Kaufman Publishers. 2008. Print. P
10.
17
Schell, Jesse. “The art of game design”. Elsevier, Morgan Kaufman Publishers. 2008. Print. P
11.
18
Schell, Jesse. “The art of game design”. Elsevier, Morgan Kaufman Publishers. 2008. Print. P
11.
19
Schell, Jesse. “The art of game design”. Elsevier, Morgan Kaufman Publishers. 2008. Print. P
10.
20
Schell, Jesse. “The art of game design”. Elsevier, Morgan Kaufman Publishers. 2008. Print. P
10.
21
Schell, Jesse. “The art of game design”. Elsevier, Morgan Kaufman Publishers. 2008. Print. P
10.
12
act of interacting and ‘playing’ or ‘experiencing’ a video game does transfer
to all different types of games from Monopoly to large scale open world
games such as Assassins Creed: Valhalla. This is identifiable due to
designed elements of each of these games to be played, creating an
experience for the player by setting up conditions and rules that the player
then follows in order to engage with the designed experience.
The team at Santa Monica Studios were responsible for creating this
experience within God of War. They set out to create the world that felt stable
and complete, particularly capturing a time period within the game that
implied an existence of this world long before the story of God of War
22
.
While the game initially relies heavily on narrative to set the characters on
their journey, the player is given the opportunity early on to learn about the
world whether that be through exploring vast mountains that were once
inhabited by the Giants of Norse Mythology shown by their impressive
craftsmanship and remains of culturally significant objects or, by leaving
the safety of their home area to explore a much bigger and more intimidating
world.
When creating God of War, the team found traversing the world of pre-Viking
culture to be difficult. The aim was to create a world where it was believed
that the Gods roamed all over Midgard, the human realm, in the past
23
. Luke
Berliner, concept artist, wanted to create a world that was “before man had
really settled and when gods, giants and monsters roamed the land the
22
Shamoon, Evan. The Art of God of War, Dark Horse Books & Santa Monica Studios. 2018. Print.
P 9.
23
Barba, Rick. God of War: Lore and Legends, Dark Horse Books. 2020. Print. N page.
13
period when the myth was really being made”
24
. Finding reference for this
was difficult and so a very small pool of images would be used to create an
entire level within the game
25
. This initial difficulty and strain on the design
lead to the team drawing from all manner of inspirations such as Celtic ruins
and Indian temples. This helped to create a world that was both familiar and
new
26
. Considering this difficulty, it is worth noting that while many other
cultures myths and legends focus on narrative with not much given in the
way of description of worlds, Norse mythology itself does; in many of its
retellings, descriptions are given of the worlds its stories inhabit. Each realm
is known by a defining factor such as the fires of Muspelheim, or the Fog of
Niflheim, thus giving a clear indication of what is historically expected from
that realm before any additional design is considered.
Spanish concept artist José Cabrera was responsible for some of the early
images of the Norse Landscape, creating a compelling piece of some
Nomads skinning a troll (Fig 1 below). The 3D artists recreated it and it was
released as part of the 2016 God of War E3 trailer (A video game
convention). This served as a launch pad for the tone and mood of the initial
stages of the game based in Midgard. Luke Berliner stated that, in regard to
José Cabrera’s concept images; “we collectively picked our jaws up off the
24
Shamoon, Evan. The Art of God of War, Dark Horse Books & Santa Monica Studios. 2018. Print.
p 11.
25
Shamoon, Evan. The Art of God of War, Dark Horse Books & Santa Monica Studios. 2018. Print.
P 9.
26
Shamoon, Evan. The Art of God of War, Dark Horse Books & Santa Monica Studios. 2018. Print.
P 9.
14
floor and said ‘that’s the game… this is the direction we should go in’
27
.
Fig. 1: Troll skinning The Art of God of War. p
Once the initial world design was completed by the team at Santa Monica
Studios, the design was then transferred into the digital world the player
would then inhabit. Cory Barlog (director) used mise-en-scene to create an
experience that was visually captivating for the player. Bordwell and
Thompson identify mise-en-scene in film, as something that highlights the
control that the director has over what appears in a scene
28
. Deriving from
theatre performances lighting, costume, staging, makeup, and performance
all play vital roles in hat the audience perceives and how they experience
what is presented to them. Despite being a different medium, the concept of
mise-en-scene is transferable to the visual design and delivery of experience
within video games. It is imperative for the director to position and guide the
player through the character and scenery in the way that will help them best
27
Shamoon, Evan. The Art of God of War, Dark Horse Books & Santa Monica Studios. 2018. Print.
P 18.
28
Thompson, Kristin. Bordwell, David. Smith, Jeff. “Film Art: An Introduction”. McGraw-Hill
Education. 2016. Print. P 113.
15
experience the game. The main difference between film and video games is
the act of play within video games that changes the experience into a user
guided one. I will be exploring the effects of video games and the experience
of the user in chapter 3, Player Experience. However, it is important to
consider the effect of design on experience. A well-rounded design with a
strong foundation has a great impact on the user experience. In the images
below (Fig 2 and Fig 3), there is a stark contrast shown between the intimate,
warm, home that Kratos and Atreus begin the story in and the open,
imposing, landscape of the mountain they venture towards.
Fig. 2: Kratos and Atreus with Faye’s Body (God of War. Dir, Cory Barlog. Santa Monica Studios 2018
(GOW))
16
Fig. 3: Kratos and Atreus beginning their journey towards the mountain (GOW)
This opens the world up to the characters and gives the player a comparable
experience with them. In Fig 2, the director used mise-en-scene to create an
intimate atmosphere between Kratos and Atreus. The back and side walls
are visible in the shot, creating a sense of the space closing in; the
characters are then forced to stand close to each other. The candlelight also
highlights the shrouded body on the table, giving a sense of warmth to the
room. In comparison, Fig 3 illustrates mise-en-scene by framing the
characters in the mouth of the cave they are leaving and showing the
mountain in the background, surrounded by mist which creates a sense of
distance and mystery to the mountain. The player is situated in this open
space showing the open nature of the game. This, as a method of world
building, ensures the player experiences the right feeling with each scene
they are presented with.
17
Observing and experiencing the design work and mise-en-scene in God of
War, it begins to suggest comparisons to Romanticism, particularly the work
of Casper David Friedrich. This familiarity adds to the feeling of escapism or
longing that a player might experience while traveling the world of God of
War. Anjin Anhut, visual development artist, draws comparison to Friedrich’s
work and many video games in his blog “how not to suck at game design”
29
.
He identifies key themes to Friedrich’s work namely, the desire to leave the
here and now, fear/curiosity and hope for an unknown future as well as the
urge to explore and visit distant places and being nostalgic for a distant
past
30
. Reflecting on these themes whilst acting as the audience or player of
God of War it becomes very easy to see how these themes might influence
the design output of the game. Particularly at momentous occasions such as
Kratos and Atreus finally delivering Faye’s ashes to the highest peak in
29
Anhut, Anjin “Friedrich Romanticism and Games”. www.howtonotsuckatgamedesign.com.
2016. Web. 28 April 2021. Accessed 19 November 2021.
30
Anhut, Anjin “Friedrich Romanticism and Games”. www.howtonotsuckatgamedesign.com.
2016. Web. 28 April 2021. Accessed 19 November 2021.
18
Jötunheim creating a startling resemblance to Friedrichs Wanderer above
the sea fog paining as seen below (Fig 4 and Fig 5).
Fig. 4: Kratos and Atreus on the highest peak in Jötunheim (GOW)
Fig. 5: Wanderer above the sea fog (Casper David Friedrich c1818)
19
The vast landscapes in each of these images give a sense of both the past
and future, of our place in the world and of being in deep thought. This is
highly important to design as it creates both a sense of conclusion and a
sense that there is more to come.
Another common theme in Fredrich’s Romantic paintings was to portray vast
landscapes that feature natural structures, something that can once again be
shown in comparison to God of War. The towering gate in the fog of Niflheim
(Fig 6 below) bears great resemblance to Friedrich’s painting The Abbey in
the Oakwood (Fig 7 below). Similar colour palette and composition lead to a
sense of foreboding. The dark lower half of both images’ contrasts with the
lighter coloured upper half/sky area and gives a sense of vastness to the
landscape beyond. The vertical, dark shapes, in the form of the statues in
God of War and the trees in Friedrich’s painting frame the image slightly and
draw the eye upwards to this vast sky above. In contrast to the previously
referenced images, these images give a sense of approaching something
rather intimidating and brings forward a sense of dread and unease, though
the brighter sky gives a sense of something beyond the fog. This, in God of
War, serves the purpose of encouraging the player forward. The curiosity of
what lies beyond the gate and the thrill of navigating through the fog makes
this area intriguing to navigate, just as viewing The Abbey in the Oakwood
captures the eye and draws the viewer to explore deeper into the scenery.
20
Fig. 6: Kratos in Nflheim (GOW)
Fig. 7: Abbey in the Oakwood (Casper David Friedrich (c1809-1810)
21
Creating these comparisons invites the viewer to investigate the design of
the gameplay experience of God of War. Key to the experience is the
navigation of the world within God of War. There are nine realms traditionally
in Norse mythology, all of which are referenced in the game. However, only
six of these realms are accessible to the player via the Bi-Frost at the centre
of Midgard. From a design standpoint this had the team at Santa Monica
Studios creating six distinctly different worlds for players to explore, with
each having a part to play in the narrative of the game. In terms of world
building this was a colossal task, though it adds to the depth of the world the
player can traverse and provides many opportunities for the narrative to
expand.
Midgard being the central point our story stems from gives the player
somewhere they can be intimately familiar with, a place they can always
return to even as they traverse the other realms of Norse mythology.
The design choice to have one central realm with a way point to the other
realms further solidifies the feeling of familiarity to Midgard, thus greatly
lending to the players feeling of immersion and belonging. I found myself, as
a player of the game, regularly craving to return “home” to Midgard after
spending extended periods of time traversing the other realms as it was
familiar territory to me.
As the story stems from this point, the player has immediate access to the
world map of Midgard. As seen in Fig 8 below, the map provides the player
22
with a bird’s eye view of the area. Designed by Ryan Baker, it is visually in
contrast with the realistic style of the game.
Fig. 8: The world map of Midgard (GOW)
Briar Lee Mitchell in Game Design Essentials notes that “Maps, genealogy
charts, and personal logs or diaries are designed to match the look and feel
of the worlds that are written about in the lore”
31
. In the case of God of War’s
map; the 3D rendered, colourful and modern style does not lend to a sense
of immersion for the player but rather takes the player out of the game and is
a jarring experience. I certainly found this throughout my own experience
playing God of War and would have preferred a map that was more coherent
with the style of other aspects of the games such as Atreus’ bestiary, seen in
Fig 9, which also acts as an important vessel for the narrative of the game,
allowing the player to delve deeper into the constructed aspects of the
gameplay experience.
31
Mitchell, Briar-Lee. “Game Design Essentials”. John Wiley & Sons. 2012. Print. P 48.
23
Fig. 9: Atreus’ Bestiary (GOW)
24
Chapter Two:
God of War: Narrative
25
Having established the importance of the world design and the role of the
designer within God of War and video games, it is then imperative to discuss
narrative and story as they are an integral part of the experience a game
provides. Sofia Papworth highlights the importance of realising that “games
provide experiences and experiences can be expressed as stories”
32
. This
ties into Shells idea of the game being worthless without its experience
33
.
Broadening the exploration of what makes this experience, we begin to look
at the narrative that is housed within the world that has been created for the
player to experience.
As God of War is centred around Norse mythology, I have chosen to use Neil
Gaiman’s adaptation as a reference point. I will be using this contemporary
retelling of Norse Myth to provide a clear and comprehensive overview of
each myth and the characters within. In the foreword of the book, Gaiman
maintains that the fun in myths is that they are told by word of mouth and
encourages the reader to enjoy the stories in the book and make them their
own
34
. This mirrors Daniel McCoy’s conclusion to his book; The Viking Spirit,
which states: “the best way to be ‘true’ to the Norse Myths and religion is to
continue to reinvent them for one’s own time and place”
35
.
Having established that the team at Santa Monica Studios used the loose
descriptions of the world that these myths are contained within as a starting
32
Papworth, Sofia. “Storytelling through Gameplay: Dimensions of AI design for Narrative
Purposes”. Umea University, Sweden. 2016. Print. P20.
33
Schell, Jesse. “The art of game design”. Elsevier, Morgan Kaufman Publishers. 2008. Print. P
10.
34
Gaiman, Neil. “Norse Mythology”. Bloomsbury. 2018. Print P XVI.
35
McCoy Daniel. “The Viking spirit”. CreateSpace Independent Publishing Platform. 2016. Print.
P 224.
26
point for the world they created, it becomes apparent that the game holds a
narrative set within an adaptation of Norse Myth. This allowed for the same
creative freedom as with the world building. In his journal Myth, History and
Theory, Peter Heeh’s notes that “Myth and history are often considered
antithetical modes of explanation. Those who study data of one field tend to
look down or exclude those of the other. There have always been historians
Herodotus, Livy, Burckhardt who think it permissible to take myth
seriously as myth, but this is not the same thing as taking it as a reliable
account of historical occurrences”
36
. Combining this philosophy with
experimental gameplay results in a captivating narrative that is different from
what we know to be fact within myth but is engaging through this very
concept. From this it can be gathered that while over the years these myths
and legends have been told by word of mouth and our continued discovery
regarding time and place (such as the time between the 8
th
and 11
th
centuries when the Norse people raided and settled throughout Europe)
gives us a contextual world to place these myths in. William K Ferrell in
Literature and Film and Modern Mythology notes the importance of myths for
understanding culture, including how this learning of time and place impacts
how we then study these myths and informs us of what beliefs and values
were held by cultures but also how and why beliefs may change within a
culture
37
. We are now beginning to see a merging of old tellings and
retellings of myth and legend blend with our modern technology. We also
begin to solidify our own versions of these tales in line with our own cultural
36
Heehs, Peter. Myth, History and Theory”. Wesleyan University, Wiley. 1994. P 11.
37
Ferrell, William K. “Literature and Film as modern Mythology”. Greenwood publishing group.
2002. Print. P 11.
27
views and actions through film, literature, music, and video games. This
merging allows us to unpack the difference between what is the most
historically accurate retelling of a tale and what is added for drama and effect
for the current audience’s enjoyment.
The team at Santa Monica Studios made many choices in their own merging
of Norse Myth and the existing narrative in the God of War franchise. In
many ways, this specific retelling is our current generations retelling of these
myths. Though the changes made to it are quite far-flung from what we have
heard before, the act of endeavouring to blend Norse myth into their own
franchise, rather than recreating the myths as they have become known,
created an incredibly captivating narrative. There is a crucial element to the
changes that were made to the original myth in order to support a larger
storytelling goal
38
in the removal of one of Norse mythologies key players:
Loki. This at first seems to be a nonsensical choice, as Loki’s actions in
Norse myth were responsible for the feuds and even deaths of many of the
Gods and Goddesses that drive these stories forward. In his book, The
Penguin Book of Norse Myths, Kevin Crossley-Holland highlights that
“without the exciting, unstable, flawed figure of Loki, there could be no
change in the fixed order of things, no quickening pules, no Ragnarök
39
.
However, as the game progresses, we find that the character of Atreus is, in
fact, Loki (See Fig 10 below). This opens up the narrative far more than the
player could have initially anticipated. The player will then experience the
38
“Untangling God of War”. YouTube, uploaded by The Good Blood. Uploaded 7 Mach 2021.
Accessed 11 April 2021.
39
Crossley-Holland, Kevin. “Norse Myths: Tales of Odin, Thor and Loki”. Candlewick Press. 2017.
Print. N pag.
28
character from an unusual angle, as a child. This is far different from the
traditional interpretation of Loki (See Fig 11 below).
Fig. 10: Atreus/Loki (GOW)
Fig. 11: Loki with a fishing net (18
th
century Icelandic manuscript)
29
Whilst this change to the core of Norse Myth was drastic, the team at Santa
Monica Studios went to great lengths to not leave holes in the architecture of
the myths themselves
40
. During a first play through of the game, it can be
difficult to see the full weight of the Norse Myths on God of War’s narrative.
The character Mimir tells tales of the Gods as the player explores freely and
Atreus uses his knowledge and understanding of the Gods and their world to
both educate and bridge the emotional gap he feels with his father. We meet
characters from the myths and visit places from them too but without a
wider knowledge of the traditional events that unfold within them, the game
delivers a very different experience.
Fig. 12: Kratos and Atreus meet Jörmungandr, the world serpent. (GOW)
In Fig 12 above, we see an early game interaction with Jörmungandr the
fabled “World serpent” (thrown back through time by Thor during Ragnarök).
He speaks an ancient language neither of the main characters can
40
“Untangling God of War”. YouTube, uploaded by The Good Blood. Uploaded 7 Mach 2021.
Accessed 11 April 2021.
30
understand. However, upon meeting the serpent again, this time with Mimir;
we learn that Jörmungandr finds Atreus familiar. Without additional
knowledge of Norse Myths, it would go unnoticed by the player that Atreus,
being Loki, is actually the father of Jörmungandr
41
. This would not become
apparent until the very end of the story when we discover Atreus’s true
nature. It is events such as these that begin to expand the narrative of God of
War far beyond a simple tale of a father and son on a quest to spread the
ashes of their wife and mother respectively. It is then possible to begin to
notice the many changes to the myths, but it can be difficult as the writing of
the story of God of War is both seamless and engaging, leaving the mind
little space to notice the changes that were made.
Sebastian Domsch delves into narrative in Storytelling, agency, and narrative
in video games, highlighting the ludologist perspective that states the
element of narrative in a video game is not necessary. A game can be still
enjoyed regardless
42
. Michalis Kokonis defines the opposing idea of
narratology as people who “approach games for their narrative dimension”
43
.
In the case of God of War being a single player, story driven game; it is
apparent that it would be best observed under a narratological lens. It can be
presumed that if God of War had no narrative, then there would be no
characters, no worlds to explore and no reason for the existing as a piece of
consumable media. Domsch further explores this subject to discover that
41
Gaiman, Neil. “Norse Mythology”. Bloomsbury. 2018. Print. P 52.
42
Domsch, Sebastian. Storyplaying: Agency and Narrative in Video Games, De Gruyter, Inc.,
2013. Print. P 13.
43
Kokonis, Michalis. “Intermediality between games and fiction: The “Ludology vs. Narratology”
debate in computer game studies: A response to Gonzalo Frasca”. Aristotle University, Greece.
2015. Print. P 173.
31
“fiction itself works like a game and that games, by being something that is
not identical to reality, work like fiction”
44
and that “Narrative elements are
almost as ubiquitous in video games as visual elements and their
importance and narrative complexity increases steadily”
45
. God of War
certainly fits into this as the narrative complexity is something that would not
have been seen ten years ago within games mostly enabled by the
advancements in technology we have today to allow these more detailed
stories to be told as video games can contain stories that span hours of
gameplay in addition to free roaming exploration.
God of War’s main story takes approximately 22 hours to complete
46
giving
plenty of opportunity for the player to become invested and immersed in the
story and world. The additional side quests and collectables can begin to add
total play time of up to 53 hours
47
. This is where narrative and world begin to
blend; the main storyline acts as a guide through the worlds and introduces
us to the main characters within the game, but the worlds themselves lend to
their own storyline in the form of optional side quests that the player is free to
partake in if they wish.
Wrapped in this blanket of world building and adapted Norse myth lie the
main characters of God of War, Kratos, and his young son Atreus. The
44
Domsch, Sebastian. Storyplaying: Agency and Narrative in Video Games, De Gruyter, Inc.,
2013. Print. P 14.
45
Domsch, Sebastian. Story playing: Agency and Narrative in Video Games, De Gruyter, Inc.,
2013. Print. P 14.
46
Charpentier, Anton. “how long does it take to beat God of War?”. www.thegamer.com. Web.
August 18 2021. Accessed November 25 2021.
47
Charpentier, Anton. “how long does it take to beat God of War?”. www.thegamer.com. Web.
August 18 2021. Accessed November 25 2021.
32
position of these two characters within the game is an interesting, yet not
entirely unfamiliar one. We follow the father-son pair as they travel to spread
the ashes of Faye, Kratos’ late wife and Atreus’s mother from the highest
peak in all the realms. Those familiar with Joseph Campbell’s “monomyth”,
the hero’s journey, from his book The hero with a thousand faces will
recognize this as the characters call to action or departure. To follow the
formula set out by Campbell and explained by Laurence Coop; the
characters begin to experience the struggle
48
- the is expressed in God of
War in variety of different ways; we see a physical struggle between our
protagonists and many monsters and key antagonists such as Baldur. We
see a mental struggle in Kratos as he attempts to leave his previous life as a
Spartan Demi-God behind. We see a physical struggle in Atreus his lack of
awareness of his status as a God leads him to develop a sickness. Above all
else we see an emotional struggle between the two characters as they
journey together and try to connect with and understand each other despite
being very different characters. This fractured relationship drives the
narrative forward. The departure of Faye, who both characters shared a
unique close bond with, leaves a hole to be filled in their relationship as
father and son. The journey they face is full of conflict, dysfunction and many
characters that provide Kratos with a comparison to his own behaviour as a
father. These act as a fulcrum at which he enacts change to become better
for his son. The following of the Hero’s journey drives the narrative of God of
War onwards and facilitates the exploration of the father-son relationship.
This relationship being as fractured as it is, brings to light Carl Jung’s
48
Coupe, Laurence. “The hero’s journey”. Gale Group. 2000. Print. P 1.
33
concept of parental archetypes. Due to his close relationship with his mother,
Atreus struggles particularly with her loss and struggles with the expectation
to create the same style of relationship with his father. It can be presumed
because of Kratos’ hyper-masculine portrayal that the traditional archetypical
roles of males and females took place in this situation with Kratos being
referenced to being away a lot and Freya remaining at home as the primary
caregiver for Atreus. As Kratos being less involved with Atreus resulted in
him having a “shared identity”
49
with his mother, it then became harder for
Atreus to establish a relationship with his father, partly due to Kratos having a
terrible relationship with his own father (he kills him in a previous title in the
God of War game series). Anthony Stevens, interpreting Carl Jung’s work,
talks about the types of love parents present to their children and a lot can be
garnered from the model of Kratos and Atreus’ relationship used within the
game; A mother’s love is identified as largely unconditional (implying the
existence of the child alone is enough) whereas the fathers love is contingent
(it is conditional upon the adoption of certain values, standards, and modes
of conduct)
50
. This is apparent in the attitude Kratos aspects of his son,
deeming him weaker and “not ready”
51
for the journey ahead. He requests
Atreus hunts to prove to him that he is capable. As the narrative progresses,
we see Atreus begin to engage Kratos’ emotional side and the characters
49
Stevens, Anthony. “Jung: A very short introduction”. Oxford University Press. 1994. Print. P 69.
50
Stevens, Anthony. “Jung: A very short introduction”. Oxford University Press. 1994. Print. P 69.
51
God of War”. Dir. Cory Barlog. Developed by SIE Santa Monica Studio. Published by Sony
Interactive Entertainment. 2018.
34
begin to build an understanding of each other, deconstructing the typical
father-son archetypes and driving the narrative forward.
Fig. 13: Kratos and Atreus sharing a rare intimate moment. (GOW)
35
Chapter Three:
The experience of God of War
36
Upon beginning God of War, we are met immediately with scenes of Kratos
cutting down trees with golden handprints on them and transporting them to
his home. It is an impactful, thought provoking and empathetically painful
scene. This is our introduction to the main aspects that make God of War a
unique and immersive experience. In narrative we are introduced to Kratos
as a toughened character capable of carrying whole trees with one arm, and
as someone who has experienced something that has impacted them in a
deeply emotional way. Before chopping down the tree, Kratos lingers
momentarily on the golden handprint establishing an emotional connection.
As the camera shows Kratos preparing to chop down the tree with his Axe,
we are introduced to the unique cinematic style in which God of War delivers
the blend of its narrative and world building. As the axe swings towards the
tree its motion is mimicked by the camera and we are thrown towards the
point of contact between the axe and tree, cutting through the golden
handprint. Severing the handprint, we previously saw the character so
connected with is shocking, and the involvement of the camera bring the
player directly into the action.
52
As we draw away from this scene the camera takes its permanent position
over Kratos’ right shoulder. The narrative begins to unravel further as the
cracks in the relationship between Kratos and Atreus begin to show and the
world begins to stretch out, showing us the Norse wilds that will become
home to our characters (Fig 14).
52
https://www.youtube.com/watch?v=hRMX9Rzq1AA
Tree chopping: 0:10 3:35
37
Fig. 14: Kratos and Atreus on the river (GOW)
As the elements of the world and narrative begin to merge, we begin to
establish more of the unique aspects of the game that create this individual
immersive experience. This beginning section of the game serves as a
tutorial stage in which the player gains familiarity with their surroundings,
characters, and gameplay. However, the delivery of this tutorial is different
from other games in that it is combined with the main storyline seamlessly so
as not to break the immersion a player feels; there is no loading screen
between this stage and the main game, there is no pause to the narrative or
journey the characters are on.
This is also where one of the most defining features of the game really takes
hold; the game is played entirely using the cinematic technique of continuous
shot. The player, as the camera, is presented with a single, unbroken,
tracking shot of the game and all the elements within it. We, as the player,
are required to draw our focus to a particular event in the world, we shift from
our over-the-shoulder, third person view. The camera moves in seamless
38
transition to what we are required to look at. The camera moves with the
characters in a distinctly cinematic and dramatic fashion as they jump and
run, beginning to give the players a sense that they are involved in
something akin to a film. The camera will then glide back to the over-the-
shoulder perspective and the game continues to progress. Due to its
immersive nature, it is difficult to notice this camera technique at first, giving
more weight to the fact that there is huge immersive value in never looking
away.
Director Cory Barlog notes that there is only “six to eight tricks”
53
in the whole
game that allow the immersive camera to work. This includes aspects of the
game such as when characters squeeze through a gap in a rock, allowing
the world beyond to render. It allows a unique perspective in that we see the
game from Kratos’ point of view. Being a demi-God, son of Greek God Zeus,
Kratos is large in stature and has a foreboding nature the camera allows us
to see the magnitude of the world around him. This allows for a sense of
immediacy and connection to the characters and “an unrelenting feel to the
adventure that you can’t get in any other way”
54
. We experience everything in
real time as the characters do; we are only seeing the world as Kratos sees it
whether that be monsters jumping into view or Atreus running ahead to
explore we see it all at the same time as the character
55
,
56
. This allows the
narrative structure and world design to progress in an individual way that is
53
Kuchera, Ben “God of War’s camera was a huge risk that paid off the value in never looking
away”. www.poylgon.com April 23 2018. Web. 19 March 2021.
54
Kuchera, Ben “God of War’s camera was a huge risk that paid off – the value in never looking
away”. www.poylgon.com April 23 2018. Web. 19 March 2021.
55
Kuchera, Ben “God of War’s camera was a huge risk that paid off – the value in never looking
away”. www.poylgon.com April 23 2018. Web. 19 March 2021.
56
https://www.youtube.com/watch?v=hRMX9Rzq1AA Atreus Running Ahead: 10:40 12:00
39
not seen in other games of similar budget and status. Assassins Creed:
Valhalla exists entirely in third person (see Fig 15 below), with loading
screens and cut scenes that allow for world elements to load in, even though
it is a massively open world game
57
. This type of delivery allows the player to
experience the full scope of the world around them as the camera is far back
from them. Other games such as Call of Duty: Black Ops Cold War (Fig 16)
utilize a first-person camera to create an up-close experience to the action,
intensifying the experience. What makes God of War’s camera more
successful in its delivery of immersion is that it allows the player to
completely inhabit their role as controller of the character whilst still allowing
them to experience the full scope of the world around them.
Fig. 15: Assassins Creed Valhalla’s third-person camera (Assassins Creed: Valhalla. Dir Eric Baptizat.
Ubisoft. 2020)
57
MKAU Gaming. Assassin’s Creed Valhalla – Review”. www.mkaugaming.com. Web. November
10 2020. Accessed Jan 7 2022.
40
Fig. 16: Call of Duty: Black Ops cold war’s first-person camera. (Call of Duty: Black Ops Cold War. Dir.
Corky Lehmkuhl, Dan Vondrak. Activision. 2020)
Emma Westcott highlights this core engagement as something that will
“manifest through a players representation of action in game”
58
. As the game
progresses, we establish the world and narrative our protagonists and
antagonists are navigating (as well as how this is visually delivered to the
player), we must now look at how the player engages with the character they
are controlling. The player is responsible for everything the character will now
“do”. Westcott likens this experience to a form of puppetry in their discussion
of how the player character acts as a preforming object. The player character
is this puppet and we, the players, control this puppet with a mouse and
keyboard or a handheld controller. Further enhancing this feeling of control
using an object is external factors such as Dualshock controller rumble (in
58
Westcott, Emma. “The player character as Preforming Object”. NSAMD, University of Wales.
2009. Print. P 1.
41
the case of the PlayStation 4
59
); which provides basic physical response to
events within the game via vibration within the controller in the players
hands. Even more immersive than this is the Haptic Feedback (in the case of
the PlayStation 5
60
controller) which uses advanced vibration technology to
provide precise vibration and even response to environmental factors such
as rain. Westcott deduces that, in digital gaming, “the player is always an
audience to their own play act”
61
How then does this lend to creating an
immersive experience?
From my own experience, this act of play and recognizing the player
character as an object in which to ‘play’ with creates a wonderfully well-
rounded experience in which I feel in control as though I am choosing my
character’s actions in a way that will create the ‘performance’ I will most
engage with. This act of puppetry does not only apply to situations in which
the world and narrative create a path I can follow at my own pace; it applies
also to situations such as when the player wonders “can I get up there?”
when looking at a high ledge above. The ability to control our character and
push the limits of the world and character then creates a different experience.
While the player is still completely bound by the restrictions that the game
developers have laid out, it is their choice if they would like to spend their
time attempting to get up on the ledge. Whether this takes 30 seconds or 15
minutes to do so, regardless of result it is their own choice as puppet
59
“PS4 tech specs”. www.playstation.com. Web. Website 2022. Accessed January 11 2022.
60
Dualsense wireless controller” www.playstation.com. Web. Website 2022. Accessed January
11 2022.
61
Westcott, Emma. “The player character as Preforming Object”. NSAMD, University of Wales.
2009. Print. P 2.
42
master. This combined with the seamless deliverance of all these elements
in continuous shot, creates an almost water-tight experience for the player,
continuously working to draw them in and engage them in the gameplay.
Combining player character, world building, narrative structure and delivery
of these elements begins to shape what makes the gameplay of God of War
truly different and immersive. However, the gameplay itself must also be
placed under scrutiny in order to define what the player is truly being
presented with.
Establishing the type of video game that is being played has great
significance on engagement and immersion. Jesper Juul explores computer
games as a whole and identifies two key structures: Emergence and
Progression. Both of these structures create enjoyable and engaging
instances of play, but which is better for immersion? The foundation of
games of emergence relies on “a small number of rules combining to form
interesting variation”
62
which then results in the player needing to design
strategy to gain the best result out of the game. Juul likens this to many card
or board games though states it is also present in “most action and all
strategy games”. The concept of progression is a newer structure in which
“the player must perform a predefined set of actions in order to complete the
game”
63
. This style is heavily influenced and controlled by the designer; they
choose what actions the player will have to complete in order to advance in
the game. Progression has been largely made possible by advances in
62
Juul, Jesper. "The Open and the Closed: Games of Emergence and Games of Progression." CGDC
Conf. 2002, P 342.
63
Juul, Jesper. "The Open and the Closed: Games of Emergence and Games of Progression." CGDC
Conf. 2002. P 342.
43
technology in which developers and designers can now create games that
have hours of play time giving the opportunity for more actions and tasks
before the completion of the game. However, modern games do often hold
aspects of both. This is what makes the gameplay itself of God of War
appealing. Juul identifies this combination in relation to the game Everquest;
a massively multiplayer online role playing game. On a surface level, it is a
game of emergence. The events in the game are not explicitly determined by
the game rules but they follow certain, identifiable, patterns. However,
Everquest contains a large number of quests in which characters in the game
world give objectives for the players to complete, thus brining aspects of
progression into the game. God of War is similar to this in that, on surface
level, we are presented with a linear storyline to progress through with
certain checkpoints and events that must happen in order to advance the
game (Fig 17). In addition to this progressive gameplay, there is also optional
quests that may be completed should the player want to which lend to the
style of emergence in the form of quests such as defeating the Valkyries (Fig
18); an enclosed space for repetitive, strategy based, combat
64
. It is this
combination of Emergence and Progression that prompts further immersion
within the game as the player is allowed to engage in both styles of play and
is not restricted to one or the other, thus keeping gameplay diverse and
engaging.
65
64
Valkyrie fight: https://www.youtube.com/watch?v=6QqllDSuVu0 0:00-5:00
65
Juul, Jesper. "The Open and the Closed: Games of Emergence and Games of Progression." CGDC
Conf. 2002. P 342.
44
Fig. 17: Typical Gameplay within God of War (linear progression) (GOW)
Fig. 18: A Fight with a Valkyrie (Emergence gameplay) (GOW)
Within these two styles of gameplay and their combination to create
something that is beyond what is typically expected from these two structures
we begin to see the previously mentioned concept of video games exiting as
45
a “meta-medium” emerge. This is something that video games as a whole
can offer as an experience more so than any other medium can.
Within God of War, the Jotnar Shrines (Fig 19) provide an excellent
demonstration of how an external medium, in this case a piece of cultural
artwork, can provide depth to the world and highlight the narrative history of
that world without changing or impacting the overall immersive experience or
cohesion of the design of the game. They provide the characters with an
opportunity to delve deeper into their own world. This type of detailed
addition overall is a great contribution to the immersion and depth that the
game presents.
Fig. 19: A Jotnar shrine in the game, depicting Sköll and Hati chasing the sun. (GOW)
The same holds true for the previously referenced notes that Atreus takes
throughout the game on the various monsters and place they encounter. The
style of these notes’ ties in nicely with the world that has been created and
46
the interest Atreus has within this world. These are in an unfortunate
combination with the previously mentioned game menu style. Despite this,
these notes are an excellent example of another type of media being
combined with the media of a video games to provide a better well-rounded
experience for the player that provides them with more information and
context to the world they are inhabiting.
Compiling all of these aspects into one video game lends to creating a
multifaceted experience that provides the player with an intense sense of
immersion and a truly unique gameplay experience. This is a direct result of
all of the different elements that went into shaping God of War as a player
experience. The design team at Santa Monica Studios and director Cory
Barlog went to great lengths to create a game that is different from others in
its bracket at the time. The conscious decisions on design, narrative and
gameplay coupled with the innovative delivery of these elements through
camera technique and balanced gameplay have created an experience for
the player that is consciously immersive.
47
Conclusion
48
Combining all of the elements of world building, design and narrative creates
an experience of play that is truly unique. Gaining knowledge of each
different element that goes into making a game like God of War allowed me
to gain insight into what truly makes up a game and why the choices in God
of War were different from other games in the same genre. The immersive
nature of God of War derives from the decisions made to push the limits of
what games could do at the time especially regarding camera and narrative.
Creating a huge game with a highly detailed narrative that gives a fresh take
on Norse Mythology paid off.
From start to end the experience is an enjoyable one, the player quickly
forms a bond with the journey that Kratos and Atreus are on, driven forward
by the desire to see the characters mend their broken relationship. Those
knowledgeable about Norse Mythology will be faced with familiar characters
and tales while those new to the world of Norse Myth will be taken in by the
rich new world. The world of God of War supports these stories well and
provides a well thought out selection of realms for the player to explore.
As this was a unique take on what a video game could achieve at the time,
the progression of the God of War game series has a lot to live up to. Cory
Barlog shared that 40% of the team on God of War said, regarding games
being made, “this is how we should totally do this from now on”
66
. With the
upcoming sequel God of War: Ragnarök, there is a sense of pressure from
66
Kuchera, Ben “God of War’s camera was a huge risk that paid off – the value in never looking
away”. www.poylgon.com April 23 2018. Web. 19 March 2021.
49
the fan base of the game to produce something of similar, or better, quality.
With the technological advancements seen in the last 5 years, particularly in
the form of the PlayStation 5 and its Dualsense controller adding even more
immersive elements to gameplay, the anticipation for the release of
Ragnarök is at an all-time high. However, Barlog has stated this will be the
last in the Norse portion of the God of War Series, referring to the long
production times, that only result in “one thing”
67
. Considering both the time
and cost it takes to make an expansive game like God of War, it is easy to
see why Barlog and the team at Santa Monica Studios decided to restrict the
Norse narrative to two iterations even if the games are a source of much
critical acclaim.
Beyond these two games, it will be intriguing to see where games like God of
War advance to, with so many games being released on the PlayStation
each year (980 games in 2021
68
) - there is a constant need for originality.
While pushing the boundaries of how the player experiences the game is
starting to become a popular approach, players bond with characters and
expect to see stories continue, and the characters to grow and change. It will
be interesting to see how the God of War fan base reacts to the conclusion of
this series arc. It will also be interesting to see where the series goes next;
will Kratos’ story end with this iteration of the game? Will Atreus become the
next God of War for us to follow even though he, at this point, does not seem
67
Franzese, Tomas God of War: Ragnarök. Cory Barlog reveals why there won’t be a Norse
trilogy” www.inverse.com. Web. 16 September 2021. Accessed 1 March 2022.
68
Makuch, Eddie “Here’s how many video games released in 2021…” www.gamespot.com. Web. 4
January 2022. Accessed 1 March 2022.
50
to fit the role? Due for release in 2022
69
, players hope Ragnarök will bring
answers to these questions. Given the excellent delivery of God of War, I
have high hopes for this sequel and how it will be delivered. Current
information on the game shows an older Atreus, desperate to find out the
truth about himself as “Loki”. We see hints to other realms to be discovered
and even a glimpse at a young Angrboda Loki’s wife in Norse Mythology.
Fig 20: Kratos and Atreus exploring the realms in God of War: Ragnarök. (2022)
As seen above in Fig 20, there has been significant upgrades to the
graphical quality and world building in God of War: Ragnarök. The image
above was captured on the PlayStation 5 and so can be assumed to be
making full use of the hardware’s capabilities. Beyond advanced graphics
and controllers that allow you to feel aspects of the game through it as it is
being played, there have also been advancements in Virtual Reality. Large,
story driven, single player games such as The Elder Scrolls V: Skyrim, have
been ported to Virtual Reality
70
, though the ability to play in first person lent
69
God of War: Ragnarök” www.playstation.com. Web. 2022. Accessed 1 March 2022.
70
“Skyrim: VR” www.store.playstation.com. Web. Accessed 1 March 2022.
51
heavily to its success. It would be difficult to adapt a game like God of War to
virtual reality, as it relies so heavily on the view of the game the director
intended in order to deliver the experience that has been designed.
Therefore, I do not believe the advancements in virtual reality would be
beneficial to the God of War series, although it certainly holds great
opportunity for other games.
Overall, there is great promise for video games in the future to gain traction
in our everyday lives. Moving from our arcade parlors to our living rooms at
an alarming rate shows the need in the market for more unique and engaging
games, using each technological advancement to the fullest. Improved
graphics for beautifully designed worlds, better software allowing hours of
gameplay for rich, intricate, storylines and advanced hardware to take the
player into the gameplay as much as possible provide experiences that seem
to get better and better as time goes by.
God of War certainly stands out from other games of its time, leading the way
for a promising sequel and the continuation of video games becoming
immersive and engaging experiences.
52
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Appendix I
God of War: Story Summary
The game begins with Kratos chopping down trees that have golden
handprints on them. These are the handprints of his late wife Faye and he is
collecting these trees as per her wish for her burial pyre. He carries a tree
over his shoulder towards a small rowing boat where his son awaits him.
They return home and preform the burial ceremony for Faye, they then set
out hunting together so that Atreus can prove to Kratos he is ready for what
lies ahead. Upon returning home Kratos and Atreus are visited by the
antagonist Baldur. Atreus hides whilst Baldur and Kratos fight, Kratos
seemingly kills Baldur. Atreus and Kratos then set off on their journey to
scatter Faye’s ashes from the highest peak in all the realms.
On their journey they soon encounter the Witch of the Woods, who
recognizes Kratos as a God. They reach the lake of the 9 Realms and they
encounter the world serpent, Jörmungandr. They also encounter dwarves:
Brok and Sindri, who they frequently meet along their journey and provide
them with upgrades for their weapons and armor. They continue their journey
to the tall mountain and are met with a black mist they cannot pass. The
witch of the Woods appears and tells them to use the Bifrost to travel to the
realm of Alfheim to get its light to remove the mist. Upon their success they
reach Midgard’s peak and nearing the top, they overhear a conversation with
Baldur confirming he is not dead. After they leave, Kratos and Atreus climb
to the peak and are met with Mimir, who tells them that the highest peak is in
fact in Jötunheim. Travel to this realm is impossible however as the giants
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wanted to keep out Odin and Thor. Mimir tells Kratos and Atreus he knows of
another way and instructs Kratos to chop his head off so that he can be
brought with them as he is imprisoned in a tree. Kratos does so and takes
the head to the Witch of the Woods to revive it. Mimir then reveals the Witch
of the Woods to be Freya, God of Vanaheim. Both Freya and Mimir warn
Kratos that he should tell Atreus of his true nature, however, Kratos’ long
distrust of the Gods causes him to ignore them.
Kratos and Atreus begin their search for the components to open Jötunheims
portal. As they travel the realm they are attacked by Thors son’s (Baldur’s
Nephews) Magni and Modi. Kratos kills Magni and Modi flees. At this next
encounter Kratos fights him, but Atreus collapses, overcome by sickness.
Kratos rushes Atreus to Freya, hoping she can help him. She warns him
again that this is the result of Kratos not telling Atreus that he is, in fact, a
God. The conflict itself causing the sickness. Freya tends to Atreus and
sends Kratos to Helheim to receive the heart of a troll in Helheim she needs
to treat Atreus. Kratos returns home to retrieve his old weapons, the blades
of chaos. These weapons being fire based work in the cold realm of Helheim
as opposed to his frost-based Leviathan Axe. Traversing Helheim, Kratos
retrieves the heart of the troll, he is then haunted by a vision of his father,
Zeus. Mimir is then able to piece together Kratos’ past. Upon returning to
Freya, Atreus is successfully revived. They then continue on their journey.
Kratos finally tells Atreus of his true nature. Atreus embraces the revelation
and becomes increasingly arrogant. He then murders Modi against his
father’s wishes.
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They return to Midgard’s peak, and are ambushed by Baldur, the fight that
ensues results in the Jötunheim portal being destroyed and all of the
characters falling deep into Helheim.
The time spent journeying back from Helheim and traversing its treacherous
land, provides an opportunity for Kratos and Atreus to make amends. They
observe Baldur witnessing a hallucination of Freya; they learn that she is his
mother and is responsible for placing the immortality spell on him. They
return to Midgard and try to come up with another route to Jötunheim. Mimir
comes up with another plan, but he will need his missing eye for it and this is
contained within the belly of Jörmungandr. Upon its retrieval, the group are
attacked by Baldur once again. This time Freya intervenes and attempts to
make amends with her son. During the fight, Baldur is pierced by one of
Atreus’ arrows that contains mistletoe, the one thing that can harm Baldur.
This breaks his curse and he proceeds to try and strangle Freya. Kratos
intervenes and kills Baldur, causing Freya to vow she will extract vengeance
on Kratos. When she leaves, Kratos tells Atreus of his own past and how he
killed his own father. Kratos tell Atreus it is their job to be better than what
came before them. Mimir hopes that Freya will come to understand Kratos’s
intent and forgive him with time.
Kratos and Atreus then travel to Jötunheim, leaving Mimir with Brok and
Sindri. They find a temple of the giants, and a great mural depicting the
adventures of Kratos and Atreus. They discover that Faye was a giant and
that Atreus was referred to as ‘Loki’ by his mother. Kratos and Atreus finally
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spread Faye’s ashes from the highest peak in Jötunheim. Upon their return,
Mimir warns them that Fimbulwinter has begun, meaning Ragnarök will soon
follow.
Gameplay videos:
God of War full gameplay video:
https://www.youtube.com/watch?v=hRMX9Rzq1AA
Tree chopping: 0:10 3:35
Camera and Atreus running ahead: 10:40 12:00
Valkyrie Fight:
https://www.youtube.com/watch?v=6QqllDSuVu0
0:00-5:00