After having
played about a little bit today with things relating to structuralism, I thought it might be fun to try to apply
Levi-Strauss's canonical formula of mythology to some games. (the closest I could find to a discussion of this nature on the web was
this rather elementary discussion on gamedev.net).
The canonical formula looks like:
}{f_y(b)}\Rightarrow\frac{f_x(b)}{f_{a^{-1}}(y))
It's supposed to depict some sort of transformation, with the fraction on the left representing some sort of relationship between the numerator and the demoninator, the arrow in the middle representing the transformation, and the fraction on the right a relationship between the permuted contents of
its numerator and denominator. Basically, you can fill it out however you want.
a-1 is supposed to be some sort of opposite of
a. Also, generally either
a and
b represent characters, and
x and
y represent some properties, or vice versa.
And generally f doesn't mean anything. (I take that back. f indicates that there's a functional relationship between its two arguments. 'functional relationship' means that one of its arguments is a property of the other, or is an action performed on/by the other. Basically by 'meaningless' I mean 'not a variable').
It all is a bit arbitrary, but there's certainly a knack to describing things using it.
Example 1: Megaman boss battlesa: Shoot with x-buster
a
-1: Shot by x-buster
b: Shoot with boss's weapon
x: Megaman
y: Boss
=>:beat boss
So, ignoring
f, the formula looks like
}{{}_{\mbox{Boss}}(\mbox{shoots%20boss%20weapon})}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{Megaman}}(\mbox{shoots%20boss's%20weapon})}{{}_{\mbox{\mbox{Shot%20by%20x-buster}}}(\mbox{Boss}))
This can be read as: before you beat a boss, you each are equipped your respective weapons, but you kill him and take
his weapon by shooting at him; in short:

=>
Exampe 2: TetrisThis is a little weaker, but anyway.
a: falling
a
-1: rising
b: stationary
x: controlled piece
y: main body of blocks
=>: drop piece
}{{}_{\mbox{main%20body%20of%20blocks}}(\mbox{stationary})}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{controlled%20piece}}(\mbox{stationary})}{{}_{\mbox{rising}}(\mbox{main%20body%20of%20blocks})})

That is to say that, when you're dropping a piece, the mass of blocks at the bottom don't do anything, but when the piece has finished dropping, it stops moving itself, and
adds to the mass of the main body of blocks at the bottom. (no, this doesn't deal with getting lines: that would require another diagram ... ).
Example 3: Pacmana: eats
a
-1: edible
b: freedom of movement
x: pacman
y: ghost
=>: get power pill
}{{}_{\mbox{Ghost}}(\mbox{freedom})}\Rightarrow^{\mbox{}}\frac{{}_{\mbox{Pacman}}(\mbox{freedom})}{{}_{\mbox{edible}}(\mbox{Ghost})})
Before you get the power-pill, you gotta be real careful where you go, but once you have it you don't need to fear anybody, for the time being. And the ghosts become edible (and they also start trying to avoid you). Mmmm.
It's one of these fun things to do. Kirby can be dealt with in a manner similar to megaman, but yoshi seems a lot more difficult (the most obvious candidate for inclusion in any formula here being the between the opposition between eating and giving birth. to an egg).
Interpreting things using the canonic formula can seen a bit arbitrary. Semiotic squares are much simpler, and can be handy for classifying entities in a game. For an off-the-cuff example, take pacman again. We take a two pairs of binary opposites, in this case "round/non-round" and "moving/stationary", and we get the following diagram
| moving | not moving |
| round |  |  |
| not round |  |  |
Maybe I could have thought of slightly better categories if I had put more thought in

, but they do at least allow us to distinguish these four entities from eachother. This sort of stuff is
far less arbitrary than the canonical formula stuff: you get a computer to do the searching for things, and you don't find yourself back-tracking half as often in attempts to squish your things into a big ol'expression like the CF.
The CF is chiefly used in anthropology to talk about differences between related myths. It should also be applicable to computer games to talk about the differences between different games in the same genre (indeed, it's when one starts doing this that things end up getting a lot less arbitrary).
If one was being a little bit pretentious, and was okay with using Levi-Strauss's (rather non-standard) terminology, one could describe the above interpretations using the CF as
the study of megaman/tetris/pacman as myth :D
So, anyone else wanna have a go at this? (it's fun!)