The Bones of Style is Substance: Explaining My Analytical Framework

Image: © Guerrilla Cambridge, MediEvil 1998

By now, I’m sure you are sick of me harping on about my analytical framework whenever I talk about Style is Substance. So as a reward, I’m going to explain each element of the analytical framework I’m using in detail.
Now, this post may be a little redundant as I will be drawing heavily from the (perhaps too in-depth) explanations of the analytical framework I gave in my pitch. I will, however, be explaining what they are on a conceptual level and explaining how incorporating these specific elements of analysis into my framework has benefited the construction of my DA.
I’ll start with a short video explaining what each part of my analytical framework is conceptually. This should make how they are incorporated into my DA much clearer.


The structuralist account and review of formal elements in a given set of games, both on the original hardware (PS1) and on modern hardware, allows me to develop a greater understanding of the aesthetic and how best to replicate it. I also use detailed research into the limitations of the PS1 (using sources) to support my findings and develop my own autoethnographic view of the aesthetic.

Research into the cultural capital of this aesthetic will also inform my DA, as I have been interviewing three sources I believe have a valuable role and understanding of the aesthetic and have applied it to their own work. The interviews are largely used to gain an insight into the process behind recreating the PS1 aesthetic on modern hardware, the first being with the mod of Haunted PS1, a seasoned veteran in this field. The second with Bandwidth, a YouTuber who has garnered a mass following thanks to PS1-related content. This will be particularly interesting as he uses original software to create the aesthetic using the same limitations as the PS1. And the final with a digital artist by the name of ch4ch_ who makes digital art in blender using the ps1 aesthetic. He also provides 1 on 1 tutorial on making PS1-style models in Blender. This information is used directly in my DA to create models for my demo.
The paratextual element of the DA is explored in a couple of ways, firstly understanding the paratextual elements of the Haunted PS1 demo disc, namely the ‘cover art’ and Start Screen made to replicate an original PS1 game, and how it (and the PS1 style) influences our perception of the game. Considering this when making my DA and combing that with interaction with communities that specifically engage with the PS1 aesthetic (creating another paratext), I use these communities to get feedback on the demo as it progresses and use them to further develop my understanding of the process.

Hopefully, this gives you an understanding of how my framework has been constructed, and you can see how each method of analysis relies on the other and gives my DA structure and meaning.

Further Reading:

A beneficial overview of media concepts I have used – https://cpb-eu-w2.wpmucdn.com/blogs.grammar.sch.gg/dist/7/677/files/2020/11/Theory-Booklet.pdf

Cultural Capital article – https://www.englishandmedia.co.uk/blog/whose-cultural-capital

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