Since developing an autoethnography method for my thesis last year regarding permanent death in MMORPG online multiplayer servers I’ve been meaning to test it out with other types of games. Authoethnography in video games, I think, has been emerging as a tool not uniquely used by academia but also casual game enthusiasts and media content creators to explore digital worlds and experiences under a new light. Besides casual playthroughs, much of these explorations also seek to try out alternative versions of games, be it by use of mods or self-imposed challenges.
One of the most popular recent examples include a Minecraft run seeking to beat the game while following the laws of Islam, which gathered millions of views (almost 5 million after three months of publishing the video at the time this is being written) and sprouted many other players and content creators to try using that same rule system for themselves in Minecraft, or other games.
While some of these challenges adapt real world ethical codes into the gameplay of video games (another example is beating Breath of the Wild while mantaining a strictly vegan diet) others have a more in-game approach to the game’s mechanics themselves, however I believe most still share a common ground of wanting to integrate real-world experiences into video games that have not necessarilly been designed to accomodate these styles of simulation and meta-roleplay (like deciding, as a player, that Link does not eat meat or any animal-derived products) .
Since I wanted to try out some of these alternative gameplay mechanics myself, and also register them through an autoethnographical methodology, I scouted the best options for me and landed on the Pokemon ‘Nuzlocke Challenge‘ which became popular over 15 years ago through a webcomic.

Im not sure if now is the apropriate time to go into detail about this challenge’s origin, but in short – its a self-imposed gameplay mode useable for any traditional RPG-style Pokemon game in which the player follows some extra rules:
1-If your Pokemon faints during battle, that means they have died permanently and must be released
2-You cannot catch more than one Pokemon for every new area you explore
3-(Optional): You may not catch the same Pokemon twice
4-(Optional): You must give a unique name to each Pokemon you catch.
There are many variations of the rules and I have chosen to integrate the two optional tasks as part of my autoethongraphy since I think the serve to boost the purpsoe of the challenge itself. See, I think besides making the game more difficult (by giving you a permadeath chance and a limited ammount and variety of Pokemon that can be caught throughout a single playthrough), the Nuzlocke Challenge is, at its heart, a narrative device to make the experience of playing Pokemon a more significant thrill of high stakes risks.
Giving your Pokemon unique names makes the player create a more intense bonde than they regularly would with any random Caterpie or Squirtle. Giving them a name and narrative makes the possibility of their permanent deaths way more dramatic. Likewise, every loss has a significant impact on your very limited roster, which under regular gameplay could be potentially infinite.
So, you have a limited number of Pokemon at your disposal and each of them can be permanently lost if the player is careless or luck turns the tide against them.
The real-life experience I believe is being introduced in this form of gameplay is the existence of death itself. Pokemon, being a game primarily targeted at a younger audience, draws away from implementing costly consequences to failure. Pokemon can be ‘revived’ and healed to perfect health conditions. The Nuzlocke Challenge takes the safety net away from the player and makes the game inmediately more tense and scary.
My main interest in conducting this autoethnography will be detail emotional responses to events happening in the game while following the self-imposed ruleset. I imagine it will be sad seeing my Pokemon die, and even harder to actually go through with following the rules and permanently delete my beloved fighting creatures even though the core-game allows me to resurrect them or even cheat by loading up a save file from before any bad decission I’ve made.
I imagine there will be relief, too, whenever I manage to save a Pokemon’s life, and a stronger bonding experience with these few, unique, fragile and mortal creatures than I regularly would during a vanilla type of run. My hipothesis is that this experience will be highly emotional and the permanent death mechanic will completely alter the way the game is played and felt. Aditionally, I chose ‘Pokemon Fire Red‘ for the Gameboy Advance since 1) I have not played it before and 2) It is based on the original Pokemon Red game for Gameboy which I am familiar with, so maybe it will make it easier for me to recognize the Pokemon creatures and the world map’s routes in order to follow the second and third rules more efficiently.
Anyways, for now this is a thought experiment as I am quite busy with thesis work. This might be a distraction but perhaps if I conduct it casually enough it might be fun and enlightining enough to merit actually going through with it. I will post updates when it happens!



