This series will contain an in depth analysis of the major concepts, factions and themes of the Warhammer 40k universe created by Games Workshop UK. We will start with analysing each faction, theme etc individually. Later we will compare and contrast these different parts.
The goal of this series of texts is to try and legitimize the analysis and discussion of similar series. I also wish to spread intellectual discussion about the media you are passionate about.
Next time we will start our deep dive in to the The Empire of Mankind, the totalitarian and Gothic description of humanity in year 40.000.
This article will serve as an introductory look in to the term Canon, and how we will use it moving forward. The term canon is most commonly used to group a series of works together. Usually you discuss one or two connections. The first is a real world, or para-textual connection such as the canon of an author. a country 1. The second is a fictional, or intertextual connections, like the Star Wars canon, or canon or non canon episodes of fresh prince of Bel Air.
In this series we will mostly focus on the second definition. This is not to say that the other definition is any way lesser of a form of analysis, but this will be what we mostly focus on. More specificity will we will focus on what in considered “true” within the framework of certain pieces of media. It’s equally important for any canonical study to look what isn’t included in a collection, as what is.
1 Culler, Jonathan D., Literary theory: a very short introduction, 2. ed., Oxford University Press, Oxford, 2011
Several definitions of games exists within and without the academic world. With this text I will make the case for one of them. This definition goes as followed, “each games must have an implicit or explicit player” Furthermore we will define the “player” as “Someone with implicit or explicit control over the actions in a game”.
An observant reader might have noticed that the two definitions is intertwined, there is a point to that we will come to later. But first let’s break down these two definitions into smaller parts. Let’s begin with the definition of a game, this is a modification of a literary definition. “A text is a text if it has if it has an explicit or implicit reader”. The distinction between explicit and implicit reader is important. This way a text is not only a text if it would be to read, but also if it had the potential to be read. The same logic applies to or definition of a game. A game is still a game, even if no one ever plays it, as long as there is a possibility that someone could play it.
The next step is to define the player that is mentioned in our games definition. It’s important to define the term player for two reasons. First of, the term is not as directly obvious as that of a reader. Secondly, the term player is used in several different scenarios, wish leads to a need for further clarity to avoid confusion.
These definitions clear up two things, a game must not have been played, in order to be discussed or analysed as a game. Finally these definitions together means one very important thing. In order for a game to be considered a game in our discussion, it must have one thing. It must be possible for a player/person to take control over, in other words change something in the game. There must exist an deliberate interaction between the game and the player.
When we in the future will discuss games of any kind, from board games to video games to slot machines, this is the definition I will use.
This part of the blog will be dedicated to a critical discussion about popular culture. This is made in a hope of deepening the discussion about the subject and hopefully putting these texts in a broader context. I believe that we can learn much about our time from the types of media we consume.
In this introduction I will describe what I mean with pop culture, and why I believe its worth studying.
With the term Pop culture or popular culture is in broad terms “bad media”. More specificity everything that inst considered “art” or “high culture”. Part of the mission with these texts are to disprove some of these myths about pop culture.
This segment will contain everything from discussion about theme, writing styles to analysation and discussion about specific works.