{"title":"Controllers and the Magic Kingdom","authors":"R. Denison","doi":"10.7202/1092425ar","DOIUrl":"https://doi.org/10.7202/1092425ar","url":null,"abstract":"Who controls the Kingdom Hearts franchise? This article examines this question using a mixed industrial and promotional approach to seek moments of revelation about the creation and status of the Kingdom Hearts franchise for both of its conglomerate co-creators, Disney and Square Enix. Disney’s conglomerated industrial practice has long been assessed for adherence to the concept of synergy. By examining where and how synergy was adopted as an industrial logic within the creation of the Kingdom Hearts franchise, and Kingdom Hearts III in particular, I argue that it is in moments of tension, that we can find the most instructive evidence for who controls the games we play. Following work by Janet Wasko (2001) and Barbara Klinger (1999) in particular, I first look across the shared discursive history of the franchise and then at the promotion of Kingdom Hearts III for instances where synergy breaks down or becomes contested. These, I contend, demonstrate the limits of the logical of synergy in cross-cultural, transindustrial production cultures.","PeriodicalId":211641,"journal":{"name":"Kingdom Hearts Special","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122714484","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Kingdom(s) Come","authors":"James McLean","doi":"10.7202/1092426ar","DOIUrl":"https://doi.org/10.7202/1092426ar","url":null,"abstract":"Over twenty years since its original release, Final Fantasy VII (Square 1987) fans continue to debate the video game’s world and characters as they are mixed and remixed into new licensed products. This article explores the fan metanarrative that circulates the story, ludology, and industry discourses that bind Final Fantasy VII. It will demonstrate how fan practices operate within community spaces to locate, present, and police both knowledge and meanings about a fictional world that itself is continually being reshaped by the transmedia production milieu. This article explores the ongoing fan debates circulating characters Cloud, Tifa, and Aerith from Final Fantasy VII, and their respective remixing into the Kingdom Hearts franchise. Through a discourse analysis (Gee, 2007) of online Western fan bases, published above-the-line production interviews (Mayer et al. 2009), and self-reflexive experiences (Hills 2002), I seek to demonstrate the complexity of fan practices and how they attempt to locate (and generate) narrative coherency. I will argue that fans do not simply enjoy games for their variance in gameplay and story but seek a better understanding of a growing fictional world that is complex and is subject to sanctioned rewrites. Drawing on Eiji Ōtsuka’s theories on world and variation (2010), this article will demonstrate how fans can function as textual barristers in their attempts to untangle the media mix (Steinberg, 2012) of Final Fantasy VII through its ongoing reiterations, adaptations, and world-sharing with Kingdom Hearts series.","PeriodicalId":211641,"journal":{"name":"Kingdom Hearts Special","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127952772","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"(Re)Creating Disney: Converging Game World Architecture in Kingdom Hearts","authors":"Anh-Thu Nguyen","doi":"10.7202/1092428ar","DOIUrl":"https://doi.org/10.7202/1092428ar","url":null,"abstract":"The Kingdom Hearts franchise (2002-2020) is truly a product of convergence culture: in its aesthetics and narrative world, it unites games, films, animations, fairy tales, comics and cartoons. The games’ premise to merge intellectual properties from Disney and Square Enix into one coherent universe strikes as an ambitious effort with contrasting themes, motifs, characters, and worlds sharing a single stage on top of a new cast of characters and an original storyline. An analysis of any franchise is often associated with complex licensing structures, its economic impact, and the great financial endeavour to create multimedia franchises. With a franchise such as Kingdom Hearts however, its franchise relationships to other media can be made apparent through a media-centred analysis, allowing us to understand its franchise character from within. One method to make this approach possible for instance is to look at how the franchise delivers on its cross-collaboration premise by creating game worlds inspired by Disney. Some of these worlds are seemingly exact copies of their original and others deliver a new experience altogether. It is exactly this ambivalence that truly stands out in the franchise, juggling between old and new.","PeriodicalId":211641,"journal":{"name":"Kingdom Hearts Special","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125966062","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"“I've been having these weird thoughts lately...”","authors":"Dean Bowman","doi":"10.7202/1092424ar","DOIUrl":"https://doi.org/10.7202/1092424ar","url":null,"abstract":"This paper draws on the theory of mastermind narration developed by M.J. Clarke in the context \u0000of prestige television dramas with highly complex non-linear narratives and inconsistent characters \u0000(Clarke, 2012) and Jason Mittell’s (2015) concept of ‘forensic fandom’ to offer a reading of the \u0000Kingdom Hearts (Square Enix, 2002-) franchise in light of postmodern practices of textual \u0000consumption characteristic of current fandoms, such as those explored by Henry Jenkins (2006) \u0000and Matt Hills (2002), but also addressing Japanese theorists Hiroki Azuma (2009) and Eiji \u0000Ōtsuka’s (2010) work around the notion of the Otaku. I argue that the series’ significant deviation \u0000from Disney’s traditional approach to narrative (Wasko, 2001) indicates a desire for the \u0000corporation to explore radical new forms of textual production, and to negotiate emerging fan \u0000consumption practices within the safe environment of a controlled and licensed text. Just as \u0000cultural theorists like Clarke and Anne Allison (2006) argue that a textual product can often contain \u0000traces that reflect its wider conditions of production, I propose that the Kingdom Hearts franchise \u0000can be read allegorically as an extended experiment by Disney into new forms of collaborative \u0000storytelling. I attempt to demonstrate this by concluding with an exploration of the metareflexive \u0000depiction of the fan practice of cosplay.","PeriodicalId":211641,"journal":{"name":"Kingdom Hearts Special","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124735845","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Kingdom’s Shōnen Heart","authors":"R. Hutchinson","doi":"10.7202/1092427ar","DOIUrl":"https://doi.org/10.7202/1092427ar","url":null,"abstract":"Taken by themselves, neither Disney nor Square Enix appears particularly successful at transcultural expression, although both are certainly marketing juggernauts in transmedia franchise operations (Smoodin, 1994; Consalvo, 2013). Disney may be understood in terms of American postwar cultural imperialism, while Square Enix is deeply rooted in conventions of Japanese storytelling. But together, somehow the two achieve a synergy in Kingdom Hearts (2002), coalescing in the figure of Sora, its youthful protagonist. This article performs a close reading of Sora’s visual character design, a transcultural melding of Walt Disney’s own Mickey Mouse and the shōnen figure of earlier Nomura Tetsuya creations. While gameplay dynamics point to a new action-adventure style for Square Enix, the shōnen characteristics of Sora’s appearance combine with his sense of loss and yearning to position the game in the JRPG genre. \u0000 \u0000Transculturality of the non-player characters (NPCs) in Kingdom Hearts is then considered. These character designs remain static, anchored to their original reference texts. Where the Disney characters fit their settings in an uncomplicated way, providing escapism and nostalgia for the player, Square characters seem to be chosen for their complexity. The use of then-recent Final Fantasy X characters Tidus and Wakka in Destiny Islands is contrasted against the use of darker, brooding characters from older Final Fantasy titles encountered later in the game. Just as loss and yearning define Sora’s shōnen character, the sense of loss manifested by Cloud, Aerith and Leon connect the player to the real-world context of the global late 1990s, speaking to Japanese anxiety following the Hanshin earthquake and Aum Shinrikyo attacks of 1995, and to the despair of ‘Generation X’ following Kurt Cobain’s death in 1994 (Funabashi and Kushner, 2015; Brabazon, 2005). Meanwhile, the deep economic recession of Japan’s ‘lost decade’ (1991-2001) connected perfectly to the post-9/11 unease in America at the time of the game’s release. Overall, I argue that the game’s success stems from its transcultural emphasis on loss and yearning, which fit not only the JRPG genre but also the sense of anxiety pervading both Japan and America at the time.","PeriodicalId":211641,"journal":{"name":"Kingdom Hearts Special","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130229242","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}