Overcooked! 2: Analyzing the Culinary Chaos

Introduction

Media text has played a significant role in defining how individuals interact with one another, influencing societal structures and functions (Shukla, 2023), as we move towards a ‘global village’ (McLuhan, 1989).

Communication technologies has undergone a remarkable transformation, evolving from primitive cave paintings to the ever-expansive world of the ‘Meta-Verse’, with a growing focus placed on games, and the gaming industry. A study shows that games with ‘simulation components’ “provide a 23% gain over traditional learning” (Arnold, 2017), co-player games improve learning outcomes and are said to be more effective (Wouters, van Nimwegan, van Oostendorp, & van der Spek, 2013). Serving as “powerful motivators” (Arnold, 2017) as it helps ‘redefine failure,’ where there’s always a second chance.  

Game Media Text

Ghost Town Games. (2018). Overcooked 2. Team17.

Despite its seemingly ‘childish’ aesthetic, Overcooked! 2 has received critical acclaim for its captivating gameplay. The game encourages the player agency to make independent decisions and shape their own unique paths, diverging from the typical gaming experience of having a set way of doing things (inevitability & linearity). Instead, the game promotes a ‘natural discovery cycle’ (HeyMilou, 2021) as it builds on player’s existing skills and knowledge.

For my game analysis, I’m interested in examining how Overcooked! 2, with reference to Kurzweil’s law, has become a ‘powerful force for change’ (Arnold, 2017). Examining the underlying depth the game holds, utilizing ‘simulation components’ (Arnold, 2017) as it draws parallels from real-life.  

Research

I’ll be using a mix of primary and secondary research methods to support my game analysis, using platforms including Instagram, YouTube, and online forums such as Reddit, to gather a diverse range of opinions on how individuals interact with and perceive Overcooked! 2. My Instagram posts encourage participation and engagement from the audience, by conducting a ‘survey,’ as every post ends with some sort of question, prompting viewers to reflect and articulate their gaming experience.

In terms of secondary research, I’ll be conducting a literature review, analyzing personal anecdotes and experiences individuals have had with the game, taken from sources such as blogs, and articles. Furthermore, I’ll be utilizing studies like “Games 4 Change” by Sean Arnold, as a means of exploring the influence games have in our daily lives, establishing a correlation between ‘Games’ and ‘Learning.’

(Casey, 2019)
(HeyMilou, 2021)

Analytical Framework

AI Image generated using Gencraft

My analytical framework incorporates a blend of theories, with Johan Huizinga’s “Homo Ludens” and Joost Raessen’s Participatory Culture as my dominant framework. Huizinga emphasizes the role of games in society, “play demands order or the game is spoiled” executed within certain boundaries of time and space (Huizinga, 1950). Culture is defined through play, where individual members of society learn to express their views on “life and the world” (Huizinga, 1950). Similarly, while Overcooked! 2 certainly isn’t a tutorial on how to cook, it is a reflection of the ‘work culture,’ often associated with buzz words such as, ‘frustrating,’ ‘chaos,’ ‘hectic,’ ‘overworked and underpaid,’ and ‘repetitive.’

My Digital Artefact is designed for ages 13 to 25, inclusive of all genders, focusing on individuals who are students attending school or university. The purpose of my DA is to illustrate the significance of games as a form of media text, that shouldn’t be undermined. Games like Overcooked! 2 promote a participatory culture (Raessens, de Mul, & Rushkoff, 2005), fostering a synchronous relationship between players and the story-world. Strengthening both cybernetic ties as well as interpersonal relationships through its focus on social interaction and communication (Raessens, de Mul, & Rushkoff, 2005) (Arnold, 2017).

References:

Arnold, S. (2017). Games 4 Change – 10 Important Research Findings on Games in Education. Brave In The Attempt. https://braveintheattempt.com/2017/07/31/10-important-research-findings-on-games-in-education/

BuzzFeed Multiplayer. (2019). Real Chefs Attempt To Cook Together In Overcooked • Professionals Play [Video]. YouTube. https://www.youtube.com/watch?v=EUPpdfBuGf

Casey, A. (2019). How Overcooked 2 taught me to be a better cook (and person). The Spinoff. https://thespinoff.co.nz/pop-culture/23-04-2019/how-overcooked-2-taught-me-to-be-a-better-cook-and-person

Fuller, M., & Jenkins, H. (1995). Nintendo and New World Travel Writing: A Dialogue. In S. Jones (Ed.), Cybersociety: Computer-Mediated Communication and Community (pp. 57-72). Thousand Oaks, CA: Sage.

Garst, A. (2018). The Overcooked 2 devs reveal how they made the game so addictive. Wired. https://www.wired.co.uk/article/overcooked-2-review

Garst, A. (2018). How Overcooked 2 turns up the heat in the co-op kitchen. Red Bull. https://www.redbull.com/ca-en/overcooked-2-ghost-town-games-interview.

Green, H. (2018). Overcooked Is Exactly Like Working in a Kitchen, Even When It’s Not. Paste Magazine. https://www.pastemagazine.com/games/overcooked/overcooked-is-exactly-like-working-in-a-kitchen-ev#:~:text=Now%2C%20I%20say%20that%2C%20but,recipes%20or%20use%20identifiable%20quantities.

HeyMilou. (2021). The UX of Overcooked: From umami to unexpected design principles. Medium. https://uxdesign.cc/the-ux-of-overcooked-from-umami-to-unexpected-design-principles-56e9ea146f7e

Huizinga, J. (1950). Homo Ludens: A Study of the Play-Element in Culture. Routledge & Kegan Paul.

Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. In Work. Challenges Game AI (pp. 1–4).

LeBlanc, M. (2004). Mechanics, Dynamics, Aesthetics: A Formal Approach to Game Design. Lecture presented at Northwestern University.

McLuhan, M. (1964). Understanding media: The extensions of man, New York: McGraw-Hill, (pp. 1-4).

McLuhan, M. & Powers, B.R. (1989) The Global Village. Oxford University Press, New York.

Raessens, J., de Mul, J., & Rushkoff, D. (2005). Computer Games as Participatory Media Culture

Shukla, U. (2023). Gaming and its Impact on Society. Tutorials Point. https://www.tutorialspoint.com/gaming-and-its-impact-on-society#:~:text=In%20some%20cases%2C%20gaming%20has,classrooms%20and%20other%20educational%20settings.

Thaler, M. (2019). An Ex-Cook’s Review of Overcooked and Overcooked 2. Steel Series. https://steelseries.com/blog/cook-reviews-overcooked-2-148

Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advance online publication. doi: 10.1037/a0031311.

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