A few weeks ago in class, I touched on “The Walking Dead” video games and how interactive mediums can push storytelling beyond what is ordinarily possible in most traditional media forms. Now we have Bogost’s definition of “procedural rhetoric” and how video games can make arguments or teach lessons through their rules and mechanics, rather than just telling you something directly. As such, I’d like to take another brief look at this game to discuss how it approaches a “coming of age” story that directly uses its interactive format to allow the user to experience this growth alongside the protagonist rather than simply observing it as an outsider.
In Season 1, the player controls Lee, an adult who is a father figure to a young child named Clementine who has lost her parents. During this section, players make decisions in the narrative with clear knowledge of what consequences will arise from them. It’s obvious which dialogue options appeal to which philosophies and which characters. Choosing to save one character over another or accusing a person of betrayal or anything else will have straightforward and logical ramifications. The game’s mechanics reflect an adult’s understanding of the world – choices have clear consequences, and the player can generally predict the outcome of their decisions, mirroring an adult’s ability to understand cause and effect.
However, in Season 2, when the player takes control of Clementine as a slightly older child, the game’s mechanics transform to reflect her perspective. Up until this point, Clementine had all her decisions made for her by Lee, so with him gone, she makes the mistake of leaving her gun unattended and getting her friend killed. The player has absolutely no agency in this, Clementine isn’t used to considering the ramifications of her actions, so the player isn’t allowed to either. As the game progresses from this starting point of her character, decisions made have a murky aura in what their consequences will be. A simple act of kindness to a friend can unexpectedly cause a man’s death. A seemingly neutral statement may unexpectedly cause hatred and resentment from other characters. Minor choices sometimes have massive unforeseen consequences, while apparently major decisions might prove meaningless. This mechanical shift isn’t just a part of the story; it’s procedural rhetoric in action, using the game’s systems to show the nature of growing up and how children’s uncertainty and inexperience have them perceive the world.
The game culminates in its final decision, where the two adult figures get into a climactic argument that ends in a violent brawl. Clementine then chooses, does she let one character get killed, or shoot the other to save them? After a season of uncertain decisions and ambiguity, this is interestingly the only time in the game where Clementine as a character, and we as a player, have a clear understanding of the consequences of our decision. In this sense, the game is clearly about this growth, this development from having no-agency to complete-agency, and the murky path needed to reach this point. It’s about becoming Lee, and by using clarity in the game’s systems themselves, players don’t just observe Clementine’s coming-of-age story – they feel it directly through their interaction with the game’s mechanics.
In this way, The Walking Dead demonstrates one of the unique strengths of procedural rhetoric in video games – the ability to make arguments not just through what the player sees or is told, but through how they interact with the game itself. The game doesn’t just tell us about growing up; it creates a system that lets us experience that transition from childhood uncertainty to adult understanding through its very mechanics. This approach to storytelling would be impossible (or very difficult) in traditional media forms like books or film, which can only show us these transitions from the outside. By leveraging the interactive nature of video games and carefully designing its systems to reflect its themes, The Walking Dead creates a uniquely powerful coming-of-age story that exemplifies Bogost’s concept of procedural rhetoric.



