Journal of Games, Game Art, and Gamification
Vol. 07, No. 02, 2022
Archetype and Individuation Process in Alan Wake
(2010) Video Game
Andry Garcia
English Literature Department
UIN Syarif Hidayatullah Jakarta
Jakarta, Indonesia
andrygarcia36@gmail.com
Abstract— This research purpose aims to demonstrate the
individuation process of Alan Wake through the archetypes by
finishing the last page of “Departure” manuscript. The research
uses interpretative qualitative method in extending the findings.
Using interpretation analysis can depict phenomenon of video
game from the act, figures, sources (game items; weapons,
flashlight, manuscript, etc.), situation, by applying Carl Gustav
Jung’s psychoanalytic theory of archetype and individuation
process in the video game. In the video game story, Alan Wake
is a writer who had had a writer’s block for 2 years and
experiences a nightmare. The nightmare happens when Alice
Wake has lost at the Cauldron Lake. To find Alice, Alan follow
the journey from his nightmare, suddenly discovers something
powerful to create and change things influenced by two mythical
figures, namely Thomas Zane and Barbara Jagger. Both figures
come into Alan’s nightmare following the unwritten manuscript
“Departure” plot story, whose Alan is guided to contain several
figures to overcome darkness figures and integrate light and
darkness to be actualized. The findings show that archetype
depictions are associated by mythological images reflected from
the collective unconscious in Alan Wake. The forms such as
Barbara Jagger, Thomas Zane, Taken, Alan as The Hero, and
the Bird Leg cabin are the projected images that Alan created
in his dream. Alan starts his nightmare journey, experiences all
the archetypes contributed, and realizes how to end the
“Departure” manuscript as Alan’s individuation process. In
conclusion, Alan Wake's unconscious journey by ending at the
point of self-realization and writing the "Departure" script is
considered as an individuation process.
Keywords— archetype, hero and journey, individuation
process
I.
INTRODUCTION
Interactive fiction has been able to expand literacy
knowledge and it becomes developed rapidly in accepting new
the literary approach perspectives. Interactive Fiction is
defined as a genre of interactive narrative or a digital game in
the form of an adventure [1, p. 568]. Barry Atkins argues using
literary theory with interactive fiction provides advantages for
the fictional world of literature since every computer game
(such as digital games) can be a creator of fiction form
[2, p. 95].
Psychological aspects still reflect digital games in earlier
generations. The game elements containing violence tend to
portray stronger psychological aspects and social factors than
just highlighting the quality and details of the game [3, p. 114].
One of these interactive fictions that consider a psychological
aspect is the Alan Wake video game. Explaining interactive
fiction such psychological genre can be a contribution to
understand the collective unconscious in video games. This
article can explain an interpretation from psychoanalytic
theory in researching literary theory through video games,
which offer a valuable purpose for demanding depth of
psychological understanding development, as the new
perspective to reflect individual’s journey of life.
To understand this process, Jung's psychoanalytic theory
is needed which sees the Individuation process as the main
objective analysis to explain Alan’s unconscious work from
nightmare fantasy to become a whole person. The
psychoanalytical meaning in this study can be understood with
the collective unconscious theory, from deep transpersonal
through the archetypal factor/interpretation [4, p. 545].
The collective unconscious includes several images that
comes from the conflict of human personality and create the
idea of self-realization for obtaining a true balance, is called
archetypes [5, p. 104]. According to Jung (1919), Archetypes
are contained in the human mind which describes 'forms
without content' and only represents a particular perception
and action type possibilities [6, p. 154]. Archetypes determine
the balances as self-realization and affirm to become Rebirth,
for human being primordial affirmation through its ancestral
history [7, p. 3624].
Types of archetypes symbolize patterns or universal
images that have existed in human unconsciousness. Jung
divides the main archetypes into important roles, such as
Shadow; designed to be admitted and recognized the dark
aspect as its real personality [8, p. 4012], Wise Old Man;
symbolized knowledge of the pre-existence of a life mystery,
which is interpreted and accepted by people who are indirectly
affected [9, p. 66], Great Mother; connected with positive and
negative feelings and creates values between fertility and
nurturing with power and destruction (ignoring offspring) [9,
p. 65], and Hero with Journey; experience steps that represent
the struggle for psychological wholeness, individuation
[10, p. 5].
Jung’s psychoanalytic theory and interactive fiction
(digital game) had been used from other researchers which
elaborate the topic of research. The first research is conducted
by Mago and Knapcová with the title "In-game advertising
within Alan Wake and its perception" by using content
analysis to investigates in-game advertising and determines its
perception case study between digital in-game and non-digital
print advertisement by calculating potential to reach
consumers in the digital era [11, p. 491]. The second research
is conducted by Nieves Rosendo titled “The Fantastic in Alan
Wake: Remediation, Intermediality, Transmediality” by using
the intermediality and remediation approach in
postmodernism theory to reveal Alan Wake has a strong
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Journal of Games, Game Art, and Gamification
Vol. 07, No. 02, 2022
influence by artificial construct, which it begins from the
product of imagination of one writer writing about another
writer [12, p. 78]. The third research is conducted by Dawn
Catherine Stobbart titled “Telling Tales with Technology:
Remediating Folklore and Myth through the Videogame Alan
Wake” by using Joseph Campbell's theory to describe a
phenomenon with narrative studies to see the potential of
traditional mystical tales as folklore and mystical tradition [13,
pp. 38–39]. The last previous research is conducted by
Mahmoud Suliman with the title “The use of video game
media explained in The Psychology and Philosophy of
Persona 3” using Jung psychoanalytic theory to to attach the
immersive game experience in Persona 3, and explain the
three Steps of Jungian Individuation [14, p.5]. This article
provides further observations on the impact of the collective
unconscious reflected from the archetypal symbols to reach
the individuation process of Alan's wholeness. By observing
images of certain figures or objects, they can be implied as
archetypes that give an impact for Alan to reach individuation.
Alan Wake is a writer living in a village called Bright Falls
influenced by two mythical figures, namely Thomas Zane and
Barbara Jagger. The narration of the game tells about Alan
looking for his wife, Alice, lost at the Cauldron Lake. To save
Alice, Alan must follow the journey, in which Alan suddenly
discovers something powerful to create and change things
happened.
Archetype depictions are associated with objects or
symbols reflected from the collective unconscious in
individuals. The forms such as Barbara Jagger, Thomas Zane,
Taken, and the mystery about the Bird Leg cabin is a work of
Alan's collective unconsciousness. In short, this article has
intended to explain how the game depicts Jung’s archetype
and the archetypes reflect Alan’s Individuation process.
II.
METHOD
The qualitative research with interpretative analysis is
used in this research to identify meaning analysis through the
interactive fiction and focus on how the video game of Alan
Wake implies unconscious pattern, specifically the work of
individuation process reflected from archetype in the game
symbol based on Jungian‟s psychoanalytic theory.
Interpretative analysis is a form of qualitative analysis in
which the analyst focuses on how to conduct and identify
meaning analysis through the literary works. With
interpretative analysis, according to Higgs (2001: 49), it has a
central goal to seek the interpreted world which comes from
meaning, values, and beliefs by looking at their whole
relationships [15, p. 341].
Jung literary analysis is compiled of four schemes of
analysis that are used to identify symbols developing
archetypes, which the first step is depicting Image/Symbol in
the video game related to the problems. The second step is
finding the corresponding mythological image which reflects
to the identified Image/Symbol. The third step is analyzing
with the archetypal concept that can categorize the
Image/Symbol. The fourth step is revealing the conclusion of
psychological inference implied to the Image/Symbol. Using
interpretation analysis can depict phenomenon of video game
from the act, figures, sources (game items; weapons,
flashlight, manuscript, etc.), situation, into archetype reflected
the individuation process in the video game. In collecting the
analyzed data, it is necessary to document the data and
determine the process of data collection. This is in line with
qualitative research methods which require keeping track of
rapidly growing saved and listed data, as it provides a step to
outline the analytical process and supports the text based on
its strategies and concepts [16, p. 326].
The article is designed into several sections; Introduction
provides the background of the study and significance of the
study, explains the theory used in the research and previous
research to show a gap analysis, and states the focus of
research by giving research question. Method provides the
detail step of research. Results and Discussion contain the
findings or data analysis of research as the result to refer Jung
Psychoanalytic theory depicting archetype and explaining
evidence of individuation process. Conclusion is explained to
brief the general summary and several advice or evaluations
writing to inform other researchers for developing the next
project as the same scope.
Qualitative instruments data collected are the participant
experience and perspective recorded, which are the way for
addressing the value of study issues bound [17, p. 425]. This
qualitative research uses the researcher himself as an
instrument of research, determines the focus of research and
the source, assesses quality in the form of analysis, interprets,
and makes conclusions from the results found from the
existing data [18, p. 1]. Things that need to be considered by
researchers as research instruments based on Lincoln and
Guba (1985) include; (1) researches must determine the
character model analyzed, (2) use the right theory or approach
as a human instrument in interpreting data, (3) present the
research designs through naturalistic inquiry strategies [18, p.
2]. Alan Wake is a natural character that can be interpreted by
seeing the meaning implied. Such plot stories and items used
can be interpreted as the researcher's tool of research
instruments.
The focus or component studied in this study is Alan Wake
video game. This Alan Wake game was published by the
company Remedy Entertainment in 2010 and can be played
with Xbox and PC (personal computer) [19]. Alan Wake video
game which was originally an Xbox game became a PC game
on May 9, 2006, and achieved its success by being named the
'Best Game of 2010' through TIME magazine coverage on
December 9, 2010 [20]. The development of the story of Alan
Wake now is beginning through various story developments
and graphic visualizations from releasing a new product,
namely Alan Wake Remastered on October 5th, and showing
more tension, from the changing character face, until adaptive
triggers followed with haptic feedback [21].
III.
RESULTS AND DISCUSSIONS
In this chapter, the Alan Wake video game reflects
archetypes through the individuation process. Archetype
depictions are associated with objects or symbols reflected
from the collective unconscious in individuals. The forms
such as Barbara Jagger, Thomas Zane, Taken, and the mystery
about the Bird Leg cabin is a work of Alan's collective
unconsciousness which is projected to trigger his actions for
Alice's departure in his life. The focus of this research is on
how the game depicts archetypes such as Shadow, Hero and
Journey, Wise Old Man, and Great Mother from each
phenomenon or figure and the archetypes reflect Alan’s
Individuation process.
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Journal of Games, Game Art, and Gamification
Vol. 07, No. 02, 2022
A. The Game Depicts Archetypes
TABLE I.
Monster
(Taken,
poltergeists,
and Dark
Tornado)
TABLE OF LITERARY ANALYSIS SCHEME JUNG
PSYCHOANALYTIC
Table of Literary Analysis Scheme Jung Psychoanalytic
Images/Symbol
Correspondi
ng to the
mythologica
l image
Analyzing
the
archetypal to
mythological
image
Psychologic
al
inferences
Devil;
possessor
(Barbara
Jagger)
Taken
Poltergeists
Dark Tornado
The Taken
projected to
the people
covered by
the shadow
is interpreted
as Alan's
guilt towards
them.
In
psychoanalyt
ic, the word
"Poltergeist"
can be
described as
an impulse
or
disturbance
that occurs
outside the
will of the
soul [22, p.
38]. It
signifies that
there is
terrible
anger at
Alan hidden
in an
inanimate
object.
From the
four Dark
Presence
manifestatio
ns
described, it
symbolizes
each of the
figures
according to
the Jung
depiction.
The Taken,
Poltergeists,
and Dark
Tornado are
symbolized
as monsters,
which tend
to destroy
and
eliminate,
while
Barbara
Jagger is
symbolized
as an evil or
demon,
which tend
to possess.
The dream of
a tornado
disaster
depicts an
increasing
power or
anger so that
it is
necessary to
"grip" it so it
doesn't get
out of
control [23].
Jagger's
ability to
possess and
eliminate
human
existence is
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Journal of Games, Game Art, and Gamification
Vol. 07, No. 02, 2022
considered a
destructive
and evil
shadow
intention. A
figure of evil
is described
as heartless,
egocentric,
and seems
very
powerful
[24, p.
48].
Light;
guider
The Wise
Old
Man
archetype is
Thomas
Zane as the
representati
on of light;
symbolize
as guidance,
shows that
when Alan
enters his
nightmare, a
figure of
light
appears to
guide Alan
in facing his
dream
journey
towards
wholeness.
Wise Old
Man
archetype is
Thomas
Zane
as the
representati
ons of light;
symbolize
as guidance.
Home and
Inprisonm
ent
The Bird
Leg cabin
symbolizes
'imprisonme
nt' give a
crucial
impact on
Alan‟s
manuscript
because the
preexisting
concept of
mother in
Alan
supports the
manuscript
creation of
what Alan‟s
made off
into his
selfrealizati
on, by
drowning
into the
Dark Place,
the
Cauldron
Lake, and
finishing
the last
chapter
manuscript.
Bird Leg
cabin
becomes a
symbol of
destructive
and means
the
'imprisonm
ent' of
creativity to
reach
selfrealizati
on.
Thomas Zane
Barbara Jagger
The
Hero(Alan
Wake) &
Journey
(Manuscri
pt)
Alan Wake
Manuscript
The Hero
facing the
shadow as
the
cosmic
power of
evil refers
to "the
battle for
deliverance"
that
signifies a
contest of
the hero's
struggle
against a
dragon or
monster
[25, p. 118].
The
manuscript
becomes a
Hero‟s
Journey to
explain an
evident for
Alan as The
Hero to
portray the
hero as the
vessel of
transformati
on, a higher
way to offer
depth of
insight and
meaning,
guide along
the way,
and
determine
its creative
life [26, p.
xxiv].
In the video
game, Alan
being the
Hero
archetype
and facing a
Journey as
the
situational
archetype is
Alan's
process
towards
wholeness
by facing
his
projected
dark side.
The Hero
facing the
shadow as
the
cosmic
power of
evil refers
to "the
battle for
deliverance
" that
signifies a
contest of
the hero's
struggle
against a
dragon or
monster
[25, p.
118].
Bird Leg Cabin of Cauldron
Lake
1) Shadow
In this Alan Wake game, to explain the manifestation of
shadow found in Alan, it is seen that the figures were created
from the writer's block disease that Alan suffers from.
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According to the expert, because of the uncontrollable fear of
writing, the writer becomes "paralyzed" [27, p. 52]. The
influence of writer's block until Alice's disappearance
indicates the unconscious work of Alan's shadow archetype
that has been latent for a long time. According to the theory,
shadow is symbolized as a snake (in Eden's garden), dragons,
monsters, and demons guarding the gate to a deep lake, where
any form of lake is called part of the collective unconscious of
humans [28, p. 6]. From the four Dark Presence
manifestations described, it symbolizes each of the figures
according to the Jung depiction. The Taken, Poltergeists, and
Dark Tornado are symbolized as monsters, which tend to
destroy and eliminate, while Barbara Jagger is symbolized as
an evil or demon, which tend to possess.
Each symbolized monster becomes part of shadow
archetype manifestation through their meaning implies to
Alan, such as Taken signifies guilt, Poltergeist signifies anger,
and Dark Tornado signifies uncontrolled emotion. According
to the theory, Shadow includes aggressive feelings, lust, and
uncomfortable conditions which either society or conscious
psyche is hard to accept, therefore shadow tend to be repressed
and hidden [29, p. 70].
The Taken projected to the people covered by the shadow
is interpreted as Alan's guilt towards them. In Jung's view,
individual dreams of evil or an enemy imply remorse or guilt
[30, p. 183]. When Alan manifests The Taken to Stucky,
Rusty, and Birch forms as enemies, Alan reveals his guilty for
making them involved in the manuscript as The Taken.
On the other figures, A poltergeist is a flying object that
spontaneously attacks Alan despite these objects that are
harmless, such as junk cars, barrels, refrigerators, rubber tires,
and so on [31, p. 11]. In psychoanalytic, the word "Poltergeist"
can be described as an impulse or disturbance that occurs
outside the will of the soul [22, p. 38]. It signifies that there is
terrible anger at Alan hidden in an inanimate object.
The Dark Tornado form is also Alan's projection which
represents the same thing as the Poltergeist in a larger form.
The dream of a tornado disaster depicts an increasing power
or anger so that it is necessary to "grip" it so it doesn't get out
of control [23]. The Dark Tornado appeared in chapter 6 when
Alan faced a Dark Presence in the form of a Tornado inciting
Alan to stop dealing with it because Alan felt unable to deal
with it. The incitement of the Tornado is interpreted as Alan's
pent-up anxiety and anger who tries to stop Alan so that when
the light is fired, the tornado's anger subsides and opens the
way for Alan to meet Jagger by entering the Dark Place,
precisely under the lakebed of the Bird Leg cabin.
The main figure who became omnipotent over Dark
Presence is Barbara Jagger [31, p. 11]. Jagger's figure, wearing
funeral attire, is a manifestation of the Dark Presence itself,
which possess and wills the darkness within Alan. Alan's
unconscious that manifests the figure of Barbara Jagger has a
process called 'synchronicity' to reconcile Alan's belief in
darkness and the incident of Alice's disappearance drowning
under Cauldron Lake as Dark Place representation. In Jung's
understanding of synchronicity, the image of the unconscious
realm that appears as a psychic element of the nature of spells,
and prophecies, as such, has similarities from the
psychological state of external events into a special kind of
meaning [32, p. 12]. In other words, the meeting Alan‟s
unconsciousness of projecting Barbara Jagger‟s figure attains
a special meaning that is related to events that had happened
in Cauldron Lake.
Jagger's ability to possess and eliminate human existence
is considered a destructive and evil shadow intention. A figure
of evil is described as heartless, egocentric, and seems very
powerful [24, p. 48]. According to Jung, the shadow archetype
includes a natural evil-sided for reasons of shame, social
pressure, family, and certain attitudes of human nature [33, p.
6]. This aspect of the Jagger-shaped shadow on Alan is
interpreted as an intention to possess something to be realized
in his creation.
2) Hero and Journey
In the video game, Alan being the Hero archetype and
facing a Journey as the situational archetype is Alan's process
towards wholeness by facing his projected dark side. The Hero
facing the shadow as the cosmic power of evil refers to "the
battle for deliverance" that signifies a contest of the hero's
struggle against a dragon or monster [25, p. 118].
According to Campbell and C.G. Jung agreed that, the
hero archetype becomes the fundamental to the human psyche
as the vessel of our transformation and help individuals to
engage the hero archetype on the world as it was conceived
[34]. This explains about how the hero‟s voyage to become an
evident of the Journey for archetypal meeting at the crucial
place [35, p. 6705]. The manuscript becomes a Hero‟s
Journey to explain an evident for Alan as The Hero to portray
the hero as the vessel of transformation. In The Hero with a
Thousand Faces is explained about how the heroic self must
seek and discover an exacting spiritual countenance, is, a
higher way to offer depth of insight and meaning, guide along
the way, and determine its creative life [26, p. xxiv].
In the video game story, Alan's stages of traveling are
described in 6 episodes; (1) Nightmare, (2) The Taken, (3)
Ransom, (4) The Truth, (5) The Clicker, and (6) Departure.
These parts of Alan‟s episode can be interpreted and merged
into three steps of Journey archetype; based on The Hero With
A Thousand Faces, by John Campbell.
Phase I: Departure
In this phase, a Hero includes the stages of facing The Call
to Adventure, Supernatural Aid, and The Crossing of the First
Threshold. The stages of The Call to Adventure, according to
Sigmund Freud, stem from a repressed desire and conflict to
the opening of destiny for the soul that is on the surface of life
[26, p. 46]. At first, Alan is caught in a nightmare and
accidentally hit a hitchhiker who came back to life with his
body filled with hazy shadow, and immediately attacked Alan
and wants Alan be killed in the story [31, p. 26]. Such this
early-stage Alan ignored his mistakes, in writing the figures
of people who are murderous in the story, is the call of Alan's
destiny to complete his journey.
The hero entering the journey are marked by background
conditions, such as dark forests, large trees, babbling springs,
and powerful fate carrier who appear to be underestimated
[26, p. 47]. The anchor of an adventure is described as having
a dark character, judged evil by the world, so representative of
the deep unconscious, that his existence cannot be recognized
[26, p. 48].
The beginning of Alan's dream is on a winding road called
the Rain Cove Hiking Trail precisely towards The Lighthouse.
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Around Alan's journey, there are many tall trees, such as
spruce trees, the sound of gurgling water ripples, as well as the
figure of a hitchhiker who was hit by Alan. This dark character
part is representative of Alan's forgotten which reflects on
Alan's part of his writing (Hodgson 26).
The wise protective figure is the Hero's first encounter to
complete his journey by providing various aids against enemy
attacks (Campbell 63). Alan's savior figure is the supernatural
helper who illuminates Alan on his journey to defeat the dark
figure that attacks him, where it still appears in the form of
light at the beginning of his journey. After responding to the
call, with the consequences followed by courage, the Hero can
recognize the power that exists in its unconscious, by
believing the ageless protective figure will appear (Campbell
66).
With the personification of guiding and assisting, the Hero
can come to the "threshold guardian" of The Crossing of the
First Threshold stage which is filled with darkness, unknown,
and danger [26, p. 67]. After receiving guidance from the
Light, Alan embarks on a journey until he encounters an
invading dark figure. Dark figure weaponized attacks Alan
and appears with the shadows cloaked in sulfur smoke, called
the Taken [31, p. 12].
In the Departure section, overall describes that Alan
accepts challenges caused by detained repression or pressure,
and when the dark figure in Alan's nightmare manifests, the
savior figure plays a role in guiding Alan to become part of
Alan's journey towards his wholeness.
Phase II: Initiation
The second part of the Initiation goes through a challenge
of "The Road of Trials". In the stage of The Road of Trials, a
hero finds another side of him that is ambiguous with
unexpected challenges, thus the hero must survive the test [26,
p. 89].
In a dream, the hero does not only reflect on the situation
related to the problem on the surface but to solve it, there are
instructions that must be done in order to be completed or
saved, it could be instructions from the ageless perils, trials,
secret helpers, and instructive characters [26, p. 93].
A problem from Alan's journey, which on the surface only
saves Alice, however, is illustrated by various tests and
instructions that must be carried out, has something to do with
his goal of finding Alice. Certain clues to fulfill Alan's journey
through the manuscripts found; which Alan will go through
before entering this chapter of his journey, the trial of battling
the dark figures who manifest as people know; such as Carl
Stucky, Rusty, and Birch, as The Taken figures, the secret
helper; a figure of Light who gives a clue of "turn the lights
on" when Alan begins to enter the dream world, and
instructive figures; providing the clues needed for the next
journey, such as Tor and Anderson; old band player giving
Alan the instructions from their song of Old Gods of Asgard
titled "The Poet and the Muse", and Cynthia Weaver;
nicknamed The Lady of the Light who reveals the truth about
Alan inherited as Thomas Zane's muse as his last chapter of
the manuscript.
Phase III: Return
The third part of a return journey is marked by “Rescue
from Without” and “The Crossing of the Return Threshold”.
The “Rescue from Without” stage, a hero gets supernatural
help that has brought the chosen people through his entire
journey of trials [26, p. 201]. Selected people on Alan's
journey, such as Barry Wheeler as Alan's best friend, Sheriff
Sarah Breaker as Alan's guider in Bright Falls, and Cynthia
Weaver, nicknamed "The Lady of the Light" providing clues
about the existence of the final manuscript and the tools of the
Clicker as Alan's amulet that he had inspired since he was a
child. An unexpected hero's life is brought back to life through
someone who has witnessed it in his life [26, p. 192]. At the
end of the episode, Alan has got the right moment which
return to Cauldron Lake and finish his battle with the darkness
in the Dark Place. Part of this stage describes how the
transcendental experience for the soul-hero has the courage to
dispel his fears towards individuation [26, p. 202]. Through
this process, the individual completely releases all
attachments to his personal limitations, idiosyncrasies, hopes
and fears, no longer rejects the self-annihilation which is a
prerequisite for rebirth in the realization of truth, and thus
unites into a whole person with a noble spirit [26, p. 220]. By
placing the Clicker into Barbara Jagger's body, where there is
a hole in her heart, Alan frees and accepts his dark side by
illuminating Jagger's body with the Clicker's switch. When
Jagger suddenly glowed and disappeared without a trace, the
light shines on the Cauldron Lake cabin and emerges from the
darkness. Alan's meeting with Jagger, uniting light and
darkness and realizing the truth about himself, is the result of
Alan's journey to his wholeness.
3) Wise Old Man
The figure of Thomas Zane is presented in Alan's dream
as a guide against The Taken at the beginning of every
journey. Wise Old Man is an archetype that has its own
specialty in guiding or leading to the truth. Usually, the
guiding character or teacher is reflected as the personification
of the Wise Old Man archetype [29, p. 69]. The Wise Old Man
archetype is Thomas Zane as the representation of light;
symbolize as guidance, shows that when Alan enters his
nightmare, a figure of light appears to guide Alan in facing his
dream journey towards wholeness.
Wise Old Man archetype appears in dreamland with kinds
of these figures, such as magician, doctor, priest, teacher,
professor, grandfather, or any other person possessing
authority [36, pp. 3723–3724]. Zane is considered possessing
his authority to guide Alan by giving the flashlight and gun to
protect Alan with the light-source and counter the Taken
attack. The light source Alan used to ward off darkness:
Flashlights
Alan uses light as a flashlight to every point of the mission.
Zane sends Alan's signal to use a flashlight to overcome the
hazy shadow that protects The Taken. By boosting the light
until it is destroyed, Alan can shoot The Taken in a human
form that is already hostile.
Safe Havens
Safe Havens is one of the benefits for Alan to stop at a
checkpoint when Alan manages to overcome The Taken's
obstacle. As a medium for healing wounds from The Taken
attack, Alan can continue his journey to the next mission
point.
Flare Gun
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The Flare Gun is a weapon and an instant light for Alan to
sweep many Taken and poltergeists who are difficult to deal
with with a flashlight, although this flare gun is also difficult
to find in various locations, apart from only being used against
the Dark Tornado at the end of Alan's journey phase.
individuation process, however, in the end of state, Alan has
trapped in the Dark Place due to his selfrealization of the lake
mentioned as „an ocean‟. In short, the Bird Leg cabin
becomes a symbol of destructive and means the
'imprisonment' of creativity to reach selfrealization.
Bombs; Flare and Flash-bomb
B. Archetypes Reflects Individuation Process
This section describes how the roles and contributions of
the various archetypes in Alan Wake support a process of
individuation. Many experts of psychoanalytic have agreed
that an individual who is said to have experienced the
individuation process has been able to self-recognize, selfcontrol, and self-evaluate [38, p. 33]. The way to selfrecognize an individual is by realizing the 'unique' part in him,
then controlling the integration between archetypes that affect
the individual – such as shadow, wise old man, great mother,
hero, – and thereby creating the existence of the Self archetype
towards consciousness [39, pp. 866–867].
The use of flares is very effective against poltergeists and
can stop The Taken's movement from attacking Alan. From
the glowing red smoke, Alan can release the shadow shield
protecting The Taken, but not in an instant. Differ than Flare,
Flashbomb can be used to distinguish all the Dark Presence
objects, although this item is limited to be found.
The Clicker
The Clicker is an old light switch, which Alan used as a
child to dispel the darkness that haunts him. It does not appear
in every phase, where Alan tells Alice about the Clicker he
has, then he gives it to Alice so that Alice is not afraid of the
dark. And at the end of the phase, Alan is reunited on a similar
switch, where there is a message left for Alan that he must
head to Cauldron Lake with the Clicker, and free-fall into
Cauldron Lake to explore his unconscious side.
To summarize, the Wise Old Man archetype is Thomas
Zane as the representations of light; symbolize as guidance,
which contributes to guiding Alan towards the light, facing
The Taken by preparing various items and instructions for
dealing with each phase. This figure of light appears to guide
Alan in facing his dream journey towards wholeness.
4) Great Mother
As the Great Mother archetype, the Bird Leg cabin
provides Alan a 'home' of creativity and a „prison‟ of
destructivity. The Bird Leg cabin symbolizes 'imprisonment'
give a crucial impact on Alan’s manuscript because the
preexisting concept of mother in Alan supports the manuscript
creation of what Alan’s made off into his self-realization, by
drowning into the Dark Place, the Cauldron Lake, and
finishing the last chapter manuscript. The Death Mother, as
The Great Mother on Shadow influences, symbolizes a feeling
of threat, tends to feel ambivalence or hostility about a process
of transformation, and also supports a process of healing to
make it grows [37, p. 15]. The Death Mother gives a feeling
of unexpected twice to Alan when the Dark Presence
consumes everything and creates Shadow manifestations and
the end of manuscript Alan realizes that he cannot reach into
the reality instead of trapped in the Dark Place. The Death
Mother is the most destructive which it kills hope and makes
individuals fall into believing as unacceptable child [37, p.
16], which it reflects to Alan that Alan has stuck inside the
Dark Place when he dives into his unconsciousness deeply.
Therefore, in the end of story, Alan has mentioned, “It’s not
lake, it’s an ocean”, with the end of his writing, implies that
Alan realizes that he is not able to escape at the second time
from Dark Place.
As Alan's creativity is lost and split into manuscripts
scattered from various locations, Alan has to take a journey in
order to bring the Bird Leg cabin back. The way Alan can
bring back the Bird Leg cabin is by plunging Alan into a sea
from a high peak. Lake or ocean, for one, can lead to the
collective unconscious [5, p. 110]. When Alan dives himself
into the ocean, into his unconsciousness, Alan realizes his
writing and bring the Bird Leg cabin back through the
Steps of Individuation Process
In this first step of the individuation process, Alan Wake
believes that he can bring Alice Wake to life by writing her in
his "Departure". Alice's contribution becomes an influential
figure in Alan's individuation process because the work of
"departure" is implied as a storyline to commemorate the
departure of Alice who has been disappeared for almost weeks
in Bright Falls. Alice's departure is interpreted as a reason for
Alan to write his manuscripts in order to return Alice to reality.
The shadow archetype of Barbara Jagger takes control of
Alan in grief when Alice drowns in a lake and will never
return. By offering himself as Alan's editor for manuscripts,
Jagger lets Dark Presence become stronger by making a horror
story that it depends on Jagger‟s control. This is proof that this
stage is the first process for Alan to realize a painful mistake
where he is misled by Jagger as one of his shadow archetype
figures. Feeling guilty, angry, and uncontrolled emotion
becomes Alan‟s manifestation into Dark Presence figures,
which lead Alan into Initiation of Journey archetype to
overcome the figures. An initial individuation process
followed is how the individual must accept all the bitter truths
by seeing something wrong and painful [25, p. 167]. By
seeking the manuscript as a clue for completing Alan towards
to Alice is the key to realize that Alan should finish his writing
without any influences of the darkness.
The second step of the individuation process contributes
Archetypes to set Alan free from the fear of departure. Alan
begins to realize that parts of the archetype within him
contribute to the individuation process, as the conscious
process of writing "Departure" to save Alice. The archetypal
figures between Shadow and others; such as Hero, Wise Old
Man, and Great Mother, are integrated into his complete
consciousness of Alan. The key to integration among
archetypes is how everything can be accepted, good and bad,
positive and negative, as long as it can make the individual
more alive [22, p. 101].
The Dark Presence figures, such as Taken, Poltergeist,
Dark Tornado, and Barbara Jagger contribute into the
individuation process by realizing that those figures include in
Alan’s psyche. This process is called as Shadow realization,
mentioned as a matter of applying instinct clusters that have
been reserved, such as eating, sexual behavior, addictions to
creativity, to reflect, etc. [33, p. 12]. The concept of Shadow
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archetypes plays a vital role in psychoanalytic [25, p. 118].
For Alan’s atonement, such The Taken, Poltergeist, Dark
Tornado, and Barbara Jagger must be defeated by the light that
Alan holds during the Journey Archetype.
The Hero archetype has a role in confronting the “battle of
deliverance” with the Shadow as a symbolic means of
overcoming the sluggishness of the subconscious mind,
liberating maturity, and gaining consciousness [25, p. 118].
Alan as the Hero archetype realization has a role in
overcoming his fear of writing and freeing all his creativity
contained in the manuscript without depending on the Dark
Presence influences. The Hero form represented follows a
series of Journey archetypes as predicted by the manuscript,
to encounter various obstacles from The Taken figure, pass the
rampage of Poltergeist objects, and reconcile with the raging
Dark Tornado. The role of the Hero at the end of the journey
when achieving a "victorious hero" is a symbol of
consciousness in myth and fairy tales [25, p. 266]. Alan's
victory is accomplished by reaching Cauldron Lake Cabin to
fulfill the written of Departure for Alice therefore Alice can
be released from the Dark Place and accept Jagger’s
inclination.
The wisdom archetype has a deep nature and is
transcendent to the subconscious, thus individuals can relate
to the numinous experience of the Self, towards wholeness
[22, p. 119]. The Wise Old Man archetype has a very strong
role in the Hero and Journey archetype, in Alan and his
journey from collecting the manuscript to the individuation
process. Wise Old Man archetype appears in emphasizing that
goals must be achieved, when critical moments can offer
advice, bring heroes back on the right path, and provide
important assistance (Booker 297). Zane's role as the
archetypal Wise Old Man emphasizes Alan's most important
goals that should focus on collecting manuscripts, provides
advice to light the darkness, and guides to assist Alan from
various journeys; such as placing an emergency box in a Safe
Haven containing flashlights, firearms, as well as various
charging batteries and bullets for weapons needed as vital
assistance in dealing with each Dark Presence figure.
The Great Mother's archetypal creativity is described as
how the presence of the Bird Leg Cabin has a special ability
to inspire writers and destruction which Alan is condemned in
the Dark Place by the last power of Dark Presence, and the
end of his writing, Alan is still trapped in the cabin after saving
Alice escaping from Dark Place. The depiction of the Great
Mother, as also Archetypal Feminine, provides positive and
negative features, giver and protector altogether with the
goddess of life and death at once [40, p. 49].
The Bird Leg Cabin form, including Cauldron Lake, is
very connected to Alan significantly as a connection between
child and mother. Alan is outside the reach of Cauldron Lake,
thus the cabin instantly disappears along with Alan's
inspiration for writing. Alan takes a part of the Journey
archetype to find the manuscript and reach Cauldron Lake
cabin in the Dark Place. Therefore, Alan can continue the end
of "Departure" writing by taking a jump from the cliff. The
word “mother” has a linguistic connection meaning from the
Germanic people said „Meer‟ means „ocean‟ and the
existence of earth met among them dwells in the underworld
to become the female power [40, p. 263].
The third stage of individuation process is experienced as
the realization of The Self archetype. The Self is an archetype
that experienced self-individuation or selfrealization to reach
a true balance among opposing personalities [5, p. 98]. The
unified archetype images are one of the wholeness factors
which order this whole system and tie it all archetypes
together towards the Self, as the center and unite the pieces
[22, p. 139].
In Alan's The Self archetype, Alan begins to realize that
Alice's departure was drowned in the ocean, right after Alan
realized that what he inhabited was an ocean, implicatively
would not bring Alice back in reality. Alan also mentioned
that the existence of light and darkness, cause and effect, guilt
and atonement required a balance to accept a part of himself
therefore Alan begins to realize that what he had done to
afford the price. By realizing Alice's departure made Alan able
to accept himself, knowing how to end the story of Departure,
and by his efforts involving Alice into the story finally can
save Alice and become part of the ending.
Alice's departure is the main way for Alan to complete
himself based on the values derived from various fragments or
parts of undifferentiated archetypes, including the Shadow
from meeting the Hero; as Jagger meets Alan as a Hero. Then
Wise Old Man with Great Mother; where the presence of
Thomas Zane illuminates the contents of the Bird Leg cabin.
All these archetype foundations are part of Alan's archetype
The Self experiences to complete awareness until the end part
of the story of "Departure" which makes Alan realize the
challenge of his writing along with Alice’s departure.
Signs of an individual realizing the archetype of The Self
within him; namely in his dream he has a representation of
symbolic images that do not lead to his attention, such as a city
plan, depicting oneself as a human figure who has a superior
position on the ego-personality, and mountains and lakes
which are signs of nature depicting an organic background
[22, pp. 132–133]. Lake or ocean symbolizes „rebirth‟, a
return to the vessel, which has been mentioned as a mother
and as the devouring ancient water who wants to take her
children back into her [40, p. 260].
The sign of a person has a self-conscious entity with the
Self union is by having the ability to say not only "I am" but
"I know that I am" [22, p. 131]. Alan has realized when he
enters the room with the typewriter table in the Bird Leg
Cabin, Alan says that “I could feel Alice's presence close by.
I understood what I had to do. I knew how to write the ending
of “Departure.” based on the end of his last individuation
process result. His sentences can be inferred that Alan's
consciousness becomes realized with his entity about how to
complete his writing into the wholeness. To summarize, it can
be highlighted by uniting the archetypal elements and
realizing the symbolic form refer to the formation of The Self,
which can be described the way of Alan's unification with
various archetypes is Alan's final solution to complete himself
from the process of individuation towards The Self archetype
realization.
IV. CONCLUSION
From this research, it can be concluded about Alan Wake's
unconscious journey through Alice Wake's departure until it
ended at the point of self-realization. Alan wrote the script
"Departure" as an individuation process. The full realization
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Vol. 07, No. 02, 2022
that Alan experienced on Alan's return to the Dark Place, at
the end point of this individuation process, Alan was unable
to return from the Dark Place so Alan ended up in the
Cauldron Lake. The individuation process has become a part
of Alan's scenario to achieve self-integration, by collecting
manuscripts as part of his inspiration and experiencing the
path to his wholeness by uniting Jagger's body with the light
of the Clicker that Zane left in the Bird Leg Cabin, therefore,
Alan can realize an identity which called The Self archetype,
portrayed as the end result of Alan's journey to complete the
work "Departure".
Research from Carl Jung's psychoanalytic has a
formidable challenge in terms of understanding the collective
unconscious which must imply a symbol to the right meaning
of Carl Jung's argument, then it requires integrity in providing
a fundamental and pure argument based on applicable
psychoanalytic theory, considering the existing symbols. In
Jung's Psychoanalytic research for video games, it is
suggested that further research on archetypal processes have
an important role in the individuation process, such as
Persona, Anima-Animus, Trickster, aspects of Synchronicity;
already mentioned in the Shadow aspect of the formation of
the figure of Barbara Jagger with Alan's unconsciousness, the
aspect of the psychological type in which each character in the
video game has a significant role in creating the archetypal
figure, and various things that are explored further beyond the
use of Jung's Psychoanalytic theory, both from the cinematic
aspect that has a psychological impact on the players of this
game as well as the narrative aspect that is built from the video
game Alan Wake, which seems to follow the plot to the end in
the form of a mythological narrative story.
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