In The Rhetorical
Situation, Lloyd Bitzer, expounds on and explores the question, “What is a
rhetorical situation?” He shows us that
rhetoric is born from situation; that rhetoric cannot exist on its own. Rhetoric is intended to cause action through
discourse to improve a situation that calls attention to itself.
Further on in the
work, he identifies the three components of rhetorical situations and defines
the conditions that they are rhetorical. The components are: the exigency (something
which needs to be changed), the audience and constraints. An exigency must be able to be positively
changed through discourse to be considered rhetorical. An audience, on the other hand, must be
constituted of people who can bring about the modifications to the exigence to
be considered rhetorical. In all
situations, there are constraints inherent in the rhetor and her style as well
as outside constraints which influence how effectively the exigence can be
modified.
Games could be said to follow a similar composition as
rhetorical situations, albeit under slightly differing definitions. Inherent in every game is some sort of
exigence, something which is awry and needs to be solved in order to achieve
progression within the game. The
audience for this exigence is the individual or group engaged in playing the
game; they are the only ones who can directly influence and modify the
exigence.
But what of the
rhetor? In fact, who is the rhetor? The rhetor in games is the individual or
creative team that has created the game.
They are the ones who have presented the entire fictional rhetorical
situation for the audience to experience and influence. They are constrained by resources, the
platform, their individual strengths and weakness and more. The audience also feels these constraints through such things as the physical user interface and playback system.
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