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Transmotion  Vol 3, No 1 (2017) 
 
 

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Never Alone:  
(Re)Coding the Comic Holotrope of Survivance 

 
MICHELLE LEE BROWN 

 
 

“Like most Native people, I do not perceive of the world of 

creative writing as divided into categories of prose and poetry or 

fiction and nonfiction. Nor do I imagine myself crossing from 

political resistance into artistic creation and back again. Life is a 

confluence of creativities: art is a fluid political medium, as politics 

is metaphorical and artistic.” 

(Haunani-Kay Trask, “Writing in Captivity: Poetry in a Time of 

Decolonization.”) 

 

0. starting from the Center 

I began this paper with the intent to author a piece on indigenous political ecologies within and 

without the Never Alone video game, articulating certain embodied material and discursive 

practices in the making and playing of the game. The deeper and more expansive the connections 

and stories became, the more I realized that immersion within the game and the (re)mapping of 

histories and materialities were altering how I thought and how I was writing. Alexander 

Galloway states, “[w]ith video games, the work itself is material action” (3). I want to extend this 

idea of material action further by thinking about praxis on multiple levels: the company and 

game creation, the play-interface, and now the articulation of these processes through written 

English.  

This game is infused with the foundational principles of the Iñupiaq people—

interconnectedness and interdependence. It is also infused with older sign technologies that are 

themselves “complex information systems with layers of meaning, memory, and interaction” 

(Loft 172). Putting those ideas into action-interface, I opened to the epistemic agency of the 

game1 as a coauthor of this piece. It has shaped this work at every step, informing my layers of 

understanding, and remains what I return to for grounding my words and focusing my thoughts.  



Michelle Lee Brown      “Never Alone” 
 
 

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However, as I reread Gerald Vizenor’s writings on survivance and literature, this concept 

of co-author became inadequate to encompass the world-within-world of the story, the game 

system realm, the designers, players, and myriad other human and nonhuman interactions 

occurring on multiple levels. Thinking of Never Alone as a (re)coded comic holotrope of 

survivance retains that epistemic agency I noted earlier, but also incorporates that worlds-within-

worlds, the “all” interplay of players, designers, and story within the story itself.   

 

1. core samples 

“When we locate the present of settler colonialism as only the 

production of the past, we overlook how settler colonialism is 

configured in relation to a different temporal horizon: the future.” 

(Eve Tuck and Rubén Gaztambide-Fernández, “Curriculum, 

Replacement, and Settler Futurity”) 

 

This article employs Mishuana Goeman and Gerald Vizenor’s concepts as my main theoretical 

threadwork, as a smaller reproduction of what resurgence theory does on a larger scale, and as 

academic praxis. In short; this example of indigenous digital media is not new, but a new 

emergence of a centuries-old way of relating to others, which has much to offer on many levels 

as it (re)maps cultural practices, deepening and rewiring human and nonhuman interdependence. 

These complexities and intertwined communities require a turning away from Western linear 

temporalities and theorizations, and a turn towards indigenous scholars who have already 

articulated theories of storytelling and media.  

This is not to deny or exclude the invitational aspects of Never Alone; but by centering 

indigenous theory, it allows for what Mohawk scholar Deborah Doxtator describes as “points of 

possible rapprochement between two different ways of ordering knowledge and conceptualizing 

the past” (34). This approach turns towards inclusive indigenous futurities, while refusing the 

elimination and erasure tactics of settler ones, as noted by Eve Tuck and Rubén A. Gaztambide-

Fernández. 

 At the core of this paper are two foundational concepts: (re)coding and comic holotrope. 

(Re)coding incorporates Mishuana Goeman’s use of (re) from her method of (re)mapping in 

Mark My Words: Native Women Mapping Our Nation. She defines (re)mapping as “a powerful 



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discursive discourse with material groundings… in which I would address the unsettling of 

imperial and colonial geographies.” She continues to note that this is the work of Native authors 

and communities to “write and undertake the simultaneously metaphoric and material capacities 

of map making, to generate new possibilities” (3). Using the “re-” within parentheses, she 

articulates a process of traditional and new storytelling of survivance. These stories of places and 

relational practices are not old, nor new—but a mix of both, allowing for multiple emergences.2 

 Comic holotropes themselves articulate two related concepts: game as world 

(re)mapping—rather than game as text—and the relationality and connections that reverberate 

through multiple realms, as drawn out by Gerald Vizenor. He outlines the comic holotrope of 

survivance in Writing Indian, Native Conversations as follows: 

So comic holotrope is the question—it’s communal, and it’s an “all” figuration, the 

entire figuration—you have to recreate it, which is the entire figuration—of the 

community. You have to create a play of readers and listeners in the story itself. 

That’s the comic holotrope. (117) 

I will delve further into each of these concepts in later sections, highlighting them here to 

underscore their importance to situating Never Alone. Indigenous use of digital media warrants 

engagement of Indigenous theorists and scholars to this digital realm. Indigenous storytelling is 

political by nature, so it made sense to turn to Vizenor and Goeman’s work on political and 

literary analysis to explore the concept of Never Alone (re)coding the comic holotrope of 

survivance. 

 

2. remedia(l) tendencies 

“Of equal importance in these processes of counting is the dynamic 

relationship between the physical creation, the narrator, the narrative 

itself, the act of narrating, and the audience.” 

Cheryl LʻHirondelle, “Codetalkers Recounting Signals of Survival” 

 

David Gaertner wrote incisively about Never Alone for ISLA 2016, contextualizing it as 

remediation within Western new media and visual culture studies definitions: bringing old into 

new, highlighting Marshall McLuhan’s definition of it as a process in which one medium 

becomes the content for another. I press that more is being done here, thus my use of 



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(re)mediation rather than remediation. This is not to completely dismiss McLuhan’s 

contributions, but to center Indigenous literary and political scholars to reframe the discussion. I 

use three key citations to briefly trace the threads that help delineate (re)mediation from 

remediation. 

 English can be challenging to express something that, while defined as a “noun”, is 

ongoing, material and discursive, deeply relational, and always in-process. This paper uses 

gerunds, verbs and nouns to convey some of that—also emphasizing that Goeman and Vizenor 

repeatedly outline the ongoing and active nature of the terms they use. Even allowing for some 

flexibility in grammatical categories, remediation remains fixed to Western concepts of time and 

relationality.  

Remediation also remains fixed to ideas of objects, which Indigenous digital media 

challenges on multiple levels. Within these media, objects can be a charge, an infusion of 

communal intention, and they can also contain multiple crossover points between written and 

oral transmission. As Cree artist, writer, director, and activist Cheryl L’Hirondelle notes in her 

chapter of Coded Territories: 

What these historical Indigenous practices… suggest is our ability to take account 

of vital information with the creation of a physical object and move beyond what 

has been oversimplified as solely orally centred transmission processes. The 

“object” is charged and embodies the interplay of processes between the oral and 

the written (notched/drawn) used to aid in its own retelling. (157) 

Extending this further, if Indigenous relational objects can be seen as hypertexts (Angela Haas) 

and/or as living beings connected to the community by ongoing generative processes (Jackson 

2Bears), how could their emergence and agency within a communal digital form be framed as a 

mere remediating of one form into another? 

 In his essay “Mediacosmology”, Mohawk scholar and curator Steven Loft notes, “A 

cosmological model of communicative agency, then, transcends the simplistic notions of 

“romance” offered by anthropologists, ethnologists, art historians, and media theorists. There is 

no “re” for us” (172). Here, he refutes the simplistic binary invoked by McLuhan and his “tribal 

man” who has no sense of past or history, only the present, moving towards a more nuanced and 

connection-filled model.  



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Carrying this concept further, Loft notes other Indigenous scholars and artists who see 

these realms as already inhabited by our ancestors. He states: 

If we, as Aboriginal people, see the ‘Internet’ as a space populated by our ancestors, 

our stories, and, in a wider way, ourselves, then we must believe it existed before 

the actual realization of the technology. It is then, indeed, a “cyberspace”, attuned 

to, and inclusive of, our past memories, our epistemological concerns, and the 

culmination of lived experience. (172) 

If there is no “remediating” or “remediation”—as this leaves little room for Indigenous 

temporalities and perceptions of time/space/past/future—perhaps there is room for (re)mediation. 

A form which could take up these past memories, epistemological shifts, and lived experiences. 

Within the set of parentheses the ‘re’ takes on a significant shift; Goeman is careful to delineate 

what the (re) itself does in her method of (re)mapping. I am not glibly assigning the prefix to 

create some sort of Indigenous media theory chimera, but to invoke these generational, old-yet-

new understandings. As she notes in the introduction to Mark My Words:  

In an effort to recognize the recovery and extension of precolonial constructions of 

space in Native writing, I use the parenthesis around “re” in “(re)mapping” to 

acknowledge connections to cultural concepts… reflected in their work is an 

understanding of space passed down through generations, and it is often only the 

presentation of spatial concepts in new formats that are the contemporary 

formulations. Even this format, however, contains elements of the traditional. (213) 

[Emphasis mine] 

The use of the prefix within this paper is also not simply to riff on recode/rework as 

(re)code/(re)work, etc.—though I hope to retain an element of playfulness. Instead, I invoke the 

(re) within this paper to note these are emergences of much older understandings of space, place, 

and relations, and embrace the concept of these realms as already being inhabited by ancestors 

who reshape and reweave digital and physical teleologies, as Never Alone beautifully illustrates.  

 

3. unsettl(er)ing emergences 

“I think this game is going to be a seed, a new emergence of video 

game culture.” 

(Qaiyaan Harcharek) 



Michelle Lee Brown      “Never Alone” 
 
 

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The Iñupiat believe this story, a digital emergence of “Kunuuksaayuka” as told by Robert Nasruk 

Cleveland (with permission granted by his daughter, Minnie Aliitchak Gray—Iñupiat Elder) is 

transformative, containing healing and power they feel is desperately needed at this time. 

Interconnectedness and deep relations are at its core, and particular elements resist being 

dissected or partitioned. To approach this emergence and trace the roots of this articulation of the 

story, I turned to Indigenous scholar and artist Chadwick Allen’s process of entwined analysis in 

his book Trans-Indigenous: to understand an Indigenous work, it needs to be situated in larger 

layers of context and meaning-making. His term trans-Indigenous is not meant to create a 

‘universalized’ definition of indigeneity, but to encompass ways of relating and practices that can 

mitigate moving between realms—filling the interface between and interfacing different nations 

with a myriad micro-connections.  

 As that last phrase suggests, there are multiple realms of gaming, theory, and indigenous 

praxis to navigate. This particular emergence of the story within Never Alone is new; it is one 

more step in a longer series of art evolutions for the Iñupiat—from scrimshaw carvings on whale 

bone to ink and paper illustrations, oral stories to written then printed books—now digital media. 

What struck me, as I read some of the testimonies from the elders, was their acceptance of this as 

the story’s next expression, and their excitement. They had seen their stories unfold in various 

mediums, this was a new (re)telling they could share with the next generations. As their children, 

grandchildren, and great-grandchildren were already immersing themselves in video games and 

digital learning tools, multiple translations and world-navigations were already occurring, now 

they could (re)map their own routes.  

Returning to Chadwick Allen, he expresses this relational complexity as follows: 

the realities of contemporary Indigenous identities describe multiple kinds of 

diversity and complexity; often, they describe seeming paradoxes of simultaneity, 

contradiction, coexistence. These qualities are the contemporary Indigenous norm 

rather than its tragic exception. (p xxxiii) 

These multiplicities and paradoxes highlight the importance of using native theorists and 

nurturing a deeper understanding of the elements and communities that came together to create 

Never Alone. Here I am careful to note that these processes are ongoing, as the game expansion 



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releases, articles, books, digital media, and the communities involved continue to grow and 

inspire further emergences.  

 As Gerald Vizenor notes “political cultures begin at home” (Purdy 115); what the Iñupiat 

and CITC have done is examine what was, is, and may be their home. This game is one step 

towards a future that incorporates their worldview within these new realms. The mechanisms for 

accessing these realms were already there; the gaming systems and tech their children and 

community members were using. Now it has been reinterpreted/reimagined as a digital 

articulation of survivance. A story that we do. 

 Mishuana Goeman describes a process of “unsettling settler space” through (re)mapping 

with stories: “The imaginative possibilities and creations offered in the play of a poem, imagery 

of a novel, or complex relationships set up in a short story provide avenues beyond a recovery of 

a violent history of erasure and provide imaginative modes to unsettle settler space” (2). 

Thinking of this digital realm, how this game space is unsettled, and (re)woven, connecting with 

other physical and digital realms and beings. These actions are deeply political, but not “just” 

politics—as Allen notes, these are relational practices that move between realms, (re)coding 

systems and connections, (re)mapping spaces. 

 

4. taproots/taproutes 

“Creative people, however, know that culture is political. Writing, 

music, painting, dance, and voyaging are profoundly political….Not 

only the content of writing, but the act of writing is political. And 

naturally so.” 

(Haunani-Kay Trask, "Writing in Captivity: Poetry in a Time of 

Decolonization”) 

 

4. taproots 

Before moving into the inner workings and external resonances of the game, it is important to 

note its roots—the foundational threads woven before the release of Never Alone. Gloria O’Neill, 

President and CEO of the Cook Inlet Tribal Council Enterprises, Inc. (subsidiary of Cook Inlet 

Tribal Council) and Upper One Games, outlined the communal processes that Council engaged 

in order to invest in something that would give back to the community in tangible and intangible 



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ways. After investigating the potential for growth and return, the Council decided to invest in 

futures, rather than funeral homes (a common investment strategy). After careful consideration, 

CITC Inc. partnered with E-Line Media as Upper One Games in 2012, the first Indigenous-

owned commercial game company in the United States. In 2014, the two organizations merged 

with plans to expand Indigenous gaming in partnerships with other communities. 

 The Iñupiat chose to invest in what their children were already doing: gaming. Or, 

evoking an older sense: playing, interacting with stories. The game systems were already there, 

the culture (in its early 21st century manifestations) is there. Various cultural practitioners and 

elders are featured in the game and on the website as Cultural Ambassadors; some are in 

education (digital education), some are polar bear guards and/or whale hunters (in traditional 

boats), others are traditional storytellers, musician, and artists. As Amy Fredeen notes in the very 

first Cultural Insight clip: “We are not a museum piece. We are a living culture”. 

 The game world takes an oral story that had been written down, affixed, then unlocks it 

through (re)newed oral and visual forms, then infuses it with other stories and histories via 

insight clips, website extras, blog posts, and more. Each step along the way, CITC referred back 

to the community to shape their decisions and practices. They left it to the community to decide 

who would be the voices of their narrators, community members were brought to the design 

studio (and designers brought to Iñupiaq territory many times) to ensure it was told in a way that 

was their worldview in digital form. 

 Visual elements were created using the same protocols. Scrimshaw pieces have a long 

history within Iñupiaq culture—images were (and are) carved on baleen or ivory; these series of 

images are used for storytelling or documenting a series of events. Images are read by the elder 

or carver to unlock the stories within—these were timelines of natural and political events or 

tales that instilled cultural, social and political practices. Within the game levels, scrimshaw style 

artwork is used in animation sections that begin or end game levels within Never Alone, 

superimposed with the voice-over in their native language. Much as scrimshaw can be unlocked 

by those who know the embedded histories and meanings behind it, there is much to think about 

regarding encoded and (re)coded meanings within the game realm of Never Alone. 

 Several elders and cultural ambassadors spoke of the joy in playing the game, of being 

both student and teacher. This is not by accident—Never Alone is designed to be best 

experienced in co-player mode3—with people playing next to each other, talking and planning, 



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sharing tips and suggestions. This was a way of returning to story as a way of connecting—an 

experiential interface between people and the non-human actors. 

 Another non-human actor, the weather (Sila) in the game and in the Arctic also had a 

definite ‘interface’ with the designers. Gloria O’Neill related a story during the Hawaiian Media 

Makers Conference in 2014: the early versions of the wind, sleet, and snow were deemed not 

quite right by the Iñupiat. The designers were brought out to Barrow, Alaska in mid-winter so 

they could experience it more fully: take photos, draw sketches, be immersed within it. This Sila 

immersion worked—the next version passed the scrutiny of the elders and cultural ambassadors. 

It translated so well that Columbia University is incorporating parts of the game in a class on 

climate change. 

 Key concepts used throughout this paper are articulated within the game, via twenty-four 

Cultural Insight video clips unlocked as the story progresses. Featuring the Iñupiat Cultural 

Ambassadors, they offer stories and insights about the game, characters, and key concepts: Sila 

(the atmosphere/weather—that which is from the land to the stars) has a soul, as do animals, and 

the land (Nuna). Nuna is also the name of the central character in Never Alone. These same 

concepts, emergences of Iñupiat traditional practices and stories, are also encoded within the 

game-making process.  

 

4.b. taproutes 

Humility and knowing “you are not the biggest force in the world” are key parts of the Iñupiat 

world, reflected in the making and playing of Never Alone. The making of the game required a 

lengthy and multi-layered process of community-based decision making and extensive designer-

tribal collaboration and revision. This communal interdependence and sense of connectedness 

(lateral rather than a hierarchy) is also embedded in the game’s structure and play. When 

adapting the story for the game, several story elements were changed while keeping this in 

mind—the boy becomes Nuna,4 the arctic fox is added as another main character. She rides a 

polar bear, which is an actual experience of one of the elders, Fannie (Kuutuuq) Akpik. (This 

multi-temporal story-within-story-within story is unlocked as one of the cultural insights, fitting 

with the idea of comic holotrope). 

 Balance is also central to these worlds—Never Alone is a (re)mapping of beautiful forests 

and waters, but also harsh and unending winter in many chilling variations; even such beautiful 



Michelle Lee Brown      “Never Alone” 
 
 

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displays as the Northern Lights have a dangerous side to them. It also shapes some of the 

adversaries in the game: the Northern Lights which try to snatch up Nuna, the Blizzard Man 

causing unending winter, Sila alannuqtuq—Sila (weather/atmosphere) out-of-balance/changing. 

These are not seen as evil or bad, but beings operating at a different level of intensity, or once-

human-like agents now out of balance (respectively).  

 For generations the Iñupiat have been intimately aware of climate change and the deeply 

connected systems disrupted by it. This particular issue emerging within Never Alone—networks 

within a larger system out-of-balance—has particular resonance through Nuna’s journey as a 

small, seemingly insignificant character up against forces that threatens to wipe out her entire 

community. On her quest, players must rely on others to advance and work towards restoring 

balance, even if in single-player mode. It cannot be done by one character alone—no ammo or 

gear drops, nor cheat codes; reaching the end of this story realm requires interdependence and 

timing. 

 This is a digital story (re)mapped as praxis, a way of relating to different worlds and 

realms that players can become immersed in, and (re)shaped themselves. Video games are well-

suited to this type of immersion, and Never Alone is infused with the Iñupiaq world—the sounds 

of the language, the visual images, background sounds, cries and calls, weather sounds—these 

and more create realm-crossing paths designed to shift us, to affect and alter us, creating or 

(re)creating connections on multiple levels. Yet, underneath these other foundation threads, is 

perhaps the oldest one—our taproot here is a story. Stories matter. As Iñupiaq writer and 

consultant Ishmael Angaluuk Hope states: “We all do stories. We all live stories.” The next 

section engages with the literary-political-social theories of (re)coding to think about how this 

story, (re)mapped into a digital space, does renewed life in a new medium and realm, yet retains 

an ancestral center. 

 

5. (re)Coded Territory  

“Stories are wondrous things. And they are dangerous.” 

(Thomas King, The Truth About Stories) 

 

Mobility and displacement have offered up challenges to Indigenous presences and paths/routes 

to maintain connections with human and nonhuman family. Stories have long been used to trace 



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the unsettling of settler boundaries, the continued existence and pushing against colonial 

narratives. As Mishuana Goeman notes, “Remembering important connections to land and 

community is instrumental in mapping a decolonized Native presence” (29). In Mark My Words 

she traces how stories “teach us how to care for and respect one another and the land; they 

endure” (34).  

 Part of this endurance is their complexity and richness—multiple layers of meaning allow 

for open and more coded access/understandings. If “territory… is constitutive of cultural, 

political, and economic practices” (Goeman 34), thinking of digital realms suggests not only 

(re)mapping, but (re)coding—pushing back against colonial structures which see digital space as 

Terra Nullius 2.0. I use (re)code to highlight that these stories are not just translations in a new 

realm, or game as text; orality and community translation are powerful challenges to these 

concepts. Richa Nagar’s writing on translation refers to it often being an act of violence. For 

Nagar, this indicates the translation of sounds to written or typed words—affixing an oral story 

to the written page, pinning it down, stripping it of further movement. She (as well as Noenoe 

Silva) note the violence of translating from one language to another. What I would like to pick 

up here is Never Alone as an act of (re)mediation and release, an emergence of survivance. 

 “Kunuuksaayuka” is the basis for Never Alone—a version of an older story crafted and 

told orally by Robert Nasruk Cleveland. His daughter, Minnie Aliitchak Gray, was encouraged to 

write the story down; it was later published. Ishmael Angaluuk Hope came across the printed 

copy of her written retelling, and thought it was one of the best stories he had ever read.5  

 While the story itself has shifted shape (as noted earlier) the intrinsic elements of it have 

remained. Ronald (Aniqsuaq) Brower, Sr. is one of the Cultural Ambassadors of the Upper One 

company and Never Alone game, providing cultural insights, Iñupiat translation, and voice over 

work. He describes his childhood, and being trained, literally filled with stories in their language 

by his elders, so that he might share them with future generations: 

“As a child disabled by rheumatic fever, I listened and learned many Iñupiaq 

myths, legends, history and stories from Elders that frequented my parents home. I 

would also be invited by Elders to listen and learn my people’s history and life 

experiences so I may be useful to our community in my adult years. How correct 

they were in choosing my life path!” 



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Ishmael and other Iñupiat cultural advisors (both young and old) note that it is common practice 

for elders to tell young children what they hope they will do or be for the community as they 

grow up. Over the course of their video clips or interviews on the game website, they note how 

fulfilling it was to express skills planted within them in the making of the game (and its 

supplemental release, Foxtales).  

 Returning to Goeman once again:  

While I study contemporary Native American literature and not stories from time 

immemorial… its tendency in a single breath or word to recall hundreds, even 

thousands of years back by employing community, personal, and historical stories 

in intertextual moments allows us to see these sets of relationships outside the 

mapping of the state. (38) 

Breathing life through the centuries, transcending intertextual spaces and the gaps between 0 and 

1 in streams of code—these are stories as relations. “The truth about stories is, that’s all we are.” 

Thomas King begins his book with this statement—I use it here as a launch into the next section. 

These are stories as governance: highlighting the importance of interconnectedness and 

responsibility to each other, the land, and the world around them. They are also seen as 

transformative. If stories are indeed all we are, what does this mean in terms of relational webs 

of players, designers, storytellers, and the technologies we engage with to play the games? 

 

6. net-work: kinnections + deep relations 

The Native paradigm is comprised of and includes ideas of constant 

motion and flux, existence consisting of energy waves, 

interrelationships, all things being animate... If human beings are 

animate and have spirit, then “all my relations” must also be animate 

and have spirit. 

(Leroy Little Bear, “Foreword”, Native Science: Natural Laws of 

Interdependence) 

 

These webs of connections are necessary for survivance storytelling to flourish, within Never 

Alone, it is an intimacy and interconnectivity through game play, immersion with an old story 

(re)mapped within a digital space. In this section I introduce my own neologism—kinnections—



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to trace threads of this web of interconnectivity, weaving selected strands into this article. It is 

intended as a launching point rather than definitive statement—the networks reach out in more 

directions than is possible in multiple books, let alone one paper. Nonetheless, tracing these 

relations helps highlight their materiality—a richer one than may appear at first. 

 Within Never Alone in particular, and Indigenous games more broadly, materiality is 

more pervasive than it seems. I am engaging with particular Indigenous lines of thought, threads 

if you will, to tug ideas within Robbie Shilliam’s concept of deep relations into a kinnected, 

trans-indigenous sphere. These threads are words on the page, pulled from a digital recording or 

image; what we weave here is perhaps more intangible than tangible, but nonetheless connected 

deeply by interdependence. 

 As with any deep interdependence, the game, company, tribe, players, land itself have a 

stake in each other. I take up Robbie Shilliam’s terms to describe this interconnectedness, but 

shift it slightly. He defines deep relations in his work The Black Pacific as: 

a relationality that exists underneath the wounds of coloniality, a cutting logic that 

seeks to—but on the whole never quite manages to—segregate peoples from their 

lands, their pasts, their ancestors and spirits. Decolonial science seeks to repair 

colonial wounds, binding back together peoples, lands, pasts, ancestors and spirits. 

Its greatest challenge is to bind back together the manifest and spiritual domains. 

(13) 

Binding back together manifest and spiritual domains presents a paradox that digital spaces 

might help mitigate—as this binding requires materiality. Materiality in an extended and very 

earthy sense, as it cannot leave nature out of materialism, a materiality that does things (Wark 

14). Never Alone has a particular liveliness that cannot be separated from the material world, 

which is foundationally the natural world. Alexander Galloway calls a video game “a cultural 

object, bound by history and materiality, consisting of an electronic computational device and a 

game simulated in software” (1). I would like to decolonize this, extending it further than being 

viewed as an action-object—but as something which has a particular vibrancy, a liveliness that 

crosses realms. 

 Binding and relational threads are used here to describe the interstices between realms; 

when we cross over into a different media realm and immerse ourselves in a particular world, 

touching on deep, global infrastructures of trans-indigenous connectivity. These connections are 



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marked by invitations to participate, but the digital/physical world-making with Never Alone at 

its center has been created with Iñupiat ways of being. It will take up the questions of 

cosmologies and temporalities, seeds and emergences. 

 Weaving in the concept of deep relations helps encompass further these concepts of 

relating and moves to self-determination that underpin the story and gameplay, the creation and 

distribution, the materiality of resources, technology, and future plans. While examining them in 

detail is outside the scope of this paper, noting their connections to and through the game helps 

indicate additional depths of this relationality. Rather than a massive portmanteau or hyphenated 

kin-making-digital-physical-phrase, I will use kinnection to touch on this area. This term invites 

further development and discussion, but if we are tracing roots and routes—here we turn back to 

Never Alone. 

 Never Alone is a fitting emergence for articulating realm-crossing routes, as it draws on 

the materiality of itself—the earthiness of the console, the travels to get there, the electricity to 

utilize it. This materiality is in motion, the work-play a material action. Returning to Galloway: 

With video games, the work itself is material action. One plays a game. And the 

software runs. The operator and the machine play the video game together, step by 

step, move by move. Here the “work” is not as solid or integral as in other media. 

(p 3) 

Here we are still stuck within Western concepts of work, binaries, and ʻoperatorʻ versus 

ʻmachineʻ. Galloway does note that “in our day and age, this is the site of fun. It is also the work 

site” (5), and he takes up the terms “operator” and “machine” not to downplay the fun within 

gaming, but “to stress that in the sphere of electronic media, games are fundamentally cybernetic 

software systems involving both organic and nonorganic actors” (6).  

 I would like to turn this line of thought in on itself a bit: teasing out the idea of cybernetic 

networks into nets and work-play of relational practices/kin-making across multiple realms. 

Seeing these as the threads that bind the interstices, that flow out from and back to the “cultural 

objects” Galloway refers to as a video game. It can be said that, just as the title denotes, we are 

never alone playing the game; Never Alone is more than a cultural object, even in the broader 

game theory sense. Taking back up the thread of the game as more than a co-author allows us to 

present it as a decolonial science practice/comic holotrope of survivance—moving between 

realms to relate a story of multiple worlds (touching on material and spiritual domains). 



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“I think we are more scientists than people realize—we have more knowledge of these things 

than people will ever know” (Angie (Patik) Kellie, Never Alone Cultural Insight video). 

 In the introduction to Native American DNA, Kim TallBear notes the importance of “the 

practice of making kin” and the deep meaning in circulation, as she puts it: “routedness” versus 

“rootedness”. In this section, TallBear also thanks Donna Haraway for “insisting that there is 

pleasure to be had in the confusion of boundaries—in their undoing.” Unsettling boundaries, 

embracing routedness—patterns and pathways that unsettle settler spaces as they (re)map them; 

within this r(re)mapping and (re)connection lies an undoing as well as a remaking. What 

Galloway sees as being less than “interactive” (6) can be powerfully generative and disruptive at 

the same time.  

 I would like to pick up the idea of migration and travel further here to think of routedness 

and movement in digital realms, pathways and kin-making, and maintaining practices for both 

human and nonhuman family. Revisiting the earlier use of the term root/rooted to view 

rootedness as planted within a story, traveling along the story route through varied temporal and 

spatial perceptions, returning back, flowing through, changed but familiar. These decolonial 

intimacies indigenous game realms offer extend kin-making and practices through various 

materialities and multiple realm-crossings. 

 These net-works—encompassing readers, viewers, makers, players, and more—are 

whirling in kinetic webs of survivance that elicit resonances and tugs kinnection threads. For 

assistance in further tracing multiple narrative voices and connections in these worlds/realms 

within realms—I turn to Vizenor and his concept of comic holotrope of survivance. 

 

7. comic holotrope of survivance: or, when Fox is more/less/all  

“The fox was reborn into a new form. Or was it who he really was 

this whole time?” 

(Narrator, Never Alone) 

 

Here we pick up these threads of (re)coding and kinnection to weave them alongside Vizenor’s 

articulations of comic holotrope of survivance, tracing some of the digital-political Never Alone 

and Upper One Games has (re)coded. It is fitting to place the section on (re)coding comic 

holotropes after kinnections—as it is a communal “all” figuration by an extended community, a 



Michelle Lee Brown      “Never Alone” 
 
 

 37 

(re)coded space. Articulating it here remains playful and open to expanded allusion and layered 

meanings; much like survivance, it is praxis—theory as action. We do stories. Linking Ishmael 

Angaluuk Hope with Haunani-Kay Trask, these “story-doings” are inherently, profoundly, and 

richly political. 

 Before releasing these lines of flight within Never Alone, it is helpful to revisit various 

pieces of this concept as drawn out by Gerald Vizenor. As stated earlier, he outlines the comic 

holotrope of survivance in Writing Indian, Native Conversations as follows: 

So comic holotrope is the question—it’s communal, and it’s an “all” figuration, the 

entire figuration—you have to recreate it, which is the entire figuration—of the 

community. You have to create a play of readers and listeners in the story itself. 

That’s the comic holotrope. (117) 

This play of readers, listeners, story within the game is assisted by a key figure: the trickster. 

“The trickster is a communal sign in a comic narrative; the comic holotrope (the whole 

figuration) is a consonance in tribal discourse” (Narrative Chance 9). Vizenor delineates the 

trickster and comic holotrope in a later section as sign and signifier, noting Lacan’s liberation of 

the signifier6 within trickster narratives. I will not delve too deeply into sign and signifier here, as 

their emergences in digital spaces transforms the discourses about them, pushing for (re)newed 

ones. But it is important to note this delineation of narrative voices/comic holotrope as the 

signifier in trickster narratives, and the trickster as semiotic sign that “wanders between narrative 

voices and comic chance in oral presentations” (Narrative Chance 189). 

 I do not wish to imply that Fox is a trickster in a generic sense; returning to Chadwick 

Allen’s concepts, thinking of Fox as a whole within the game and the community. “The trickster 

is a communal sign, a comic holotrope and a discourse; not a real person or a tragic metaphor in 

an isolated monologue” (Narrative Chance 9). The particular kinnections for his game allow Fox 

to push back against boundaries Vizenor proscribes around tricksters in prior literary 

emergences: “The trickster is disembodied in a narrative, the language game transmutes birds 

and animals with no corporeal or material representations” (Narrative Chance 196). Here there is 

another materiality now intimately involved: earth, metals, oils, plastics, electrical currents and 

charges. 

 I use ‘involved’ with some humor here—at a certain point (now infamous on community 

boards and playthroughs), the only way out is through breaking player perceptions of “tragic.” 



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Vizenor notes the trickster is comic and communal multiple times in Narrative Chance, noting 

this is “neither the ‘whole truth’ nor an isolated hypotragic transvaluation…” (12). The tragic is 

outlined as a linear single story arc that communal comic holotropes resist—as does the trickster 

as the sign, as does Fox as our emergence of this sign within Never Alone. 

 At this particular game point, when a player ʻwins’ or ‘beats’ that level by making it 

through all the challenges and unlocked bonuses, a figure comes out and brutally snaps Foxʻs 

neck. This step is necessary, as it leads to a (re)emergence of the Fox within the next levels, 

however it is rough to experience (even for those replaying the game). Players react very 

strongly to the character’s perceived death, the unfairness of that action, etc.  

 Fox exemplifies both the comic and survivance—transforming into another form on the 

next level. As shown by the fox quote opening this section “or was this his true form to begin 

with?” perception and form are fluid; tragedy is turned into something else, here the comic is 

communal, shared humor between game, players, narrator, etc. The ‘tragic single story’ thread is 

playfully inverted, woven back into the larger holotrope. Walter Kerr notes in his classical 

studies on tragedy and comedy—there is no way out in comedy, and tragedy is the form that 

(cruelly) promises a happy ending. In Never Alone it remains cyclical, we continue on within the 

game, transformed, to return to the end-as-beginning: the same scene it started from. 

 

8. comic holotrope: (re)coded 

“The Western world is finally coming to understand how our 

ancestors embedded and encoded our ceremonies, languages, world 

views, and metanarratives as complex algorithms that refer back to 

the very creation of the universe.” 

(Cheryl LʻHirondelle “Codetalkers Recounting Signals of Survival”) 

 

Now that we have traced some of what Fox does within Never Alone, as a sign that becomes the 

comic holotrope of survivance “(t)rope are figures of speech; here the trickster is a sign that 

becomes a comic holotrope, a consonance of sentences in various voices, ironies, variation in 

cultural myths and metaphors.” (Narrative Chance 190). Never Alone is a shifting interplay of 

narratives within the game and there is much more to be said, written, and created around the 

ideas of comic holotropes and tricksters in digital realms.  



Michelle Lee Brown      “Never Alone” 
 
 

 39 

 Between the storyteller/narrator, Fox, and glitches (which often happen through the fox 

when played by the game system itself)7 there are significant emergences of the comic holotrope: 

playful, communal, with nuances and multiple layers/realm shifts that push against the 

“flattening” Leanne Simpson and others caution against—within game worlds, these nonhuman 

intimacies and unexpected turns are heightened. All of which weaves into a “whole 

figuration”/emergence that “ties the unconscious to social experiences” (Narrative Chance 196); 

(re)coding these spaces as acts of survivance. 

 Shifting discourses beyond critical theory and political ecologies—thinking of this digital 

(re)mapping of these holotropes as political/cultural/artistic emergences of survivance requires a 

moment to think about what this term might emerge as in a digital space. Thinking of survivance 

as ways of relating and reshaping other realms within our context of (re)mapping, it allows for 

invitational play with resurgence theory,8 partnerships and remaking within digital realms. 

Turning to resurgence theory, scholar Leanne Simpson notes similar themes to those presented 

earlier in this writing: seeds, stories, emergences in her book, Dancing On Our Turtle's Back: 

Stories of Nishnaabeg Re-Creation, Resurgence, and a New Emergence: 

Interpreted within our cultural web of non-authoritarian leadership, non-hierarchical 

ways of being, non-interference and non-essentialism, the stories explain the 

resistance of my Ancestors and the seeds of resurgence they so carefully saved and 

planted. (18)  

In the first section, Simpson clarifies that she sees these stories told in print or video/film as 

losing some of their emergent transformative power, becoming “flattened” and “unilateral” (34).  

 Gerald Vizenor’s pivotal definition of survivance in Manifest Manners is “an active sense 

of presence, the continuance of native stories, not a mere reaction, or a survivable name. Native 

survivance stories are renunciations of dominance, tragedy, and victimry”;they have much in 

common with resurgence, and, as the site survivance.org states, “[a]n act of survivance is 

Indigenous self-expression in any medium that tells a story about our active presence in the 

world now.” The flattening she articulates can be understood on some level within words on a 

page. Yet as Vizenor, Goeman, and others have noted, there is incredible depth and play within 

this form. Leanne Simpson has engaged with this in her more recent works: in her chapter in 

Indigenous Poetics in Canada, she describes how digital storytelling plays a “critical role” in 



Transmotion  Vol 3, No 1 (2017) 
 
 

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Indigenous nation-building and resurgence. In addition, these forms work to decolonize and 

envision Indigenous-centered collective futures for all our relations. 

 (Re)mapping survivance into digital game spaces traces these relations even further. If 

we think about spatial (re)mapping within Indigenous stories, and the (re)mediation of them into 

digital environments—Never Alone in particular—dynamic circular web patterns swirl in an 

emergence—an imaginative and lively imitation, rather than a fixed representation. In other 

words: a comic holotrope of survivance, with kinnections bringing depth and multilateral 

resonances. Returning to survivance.org: “[s]urvivance is more than mere survival—it is a way 

of life that nourishes Indigenous ways of knowing.” 

 Comic holotrope as a concept is important to articulate through ever-political 21st century 

Indigenous artists and creators. Vizenor parallels Trask when he cautions: “Social scientists take 

Native stories as representations, not imitations or figurations, because they are not literary 

artists. They’re methodologists, looking for a faux reality” (Purdy 116). If the comic holotrope is 

all communal, relational, and all figurative/emergent; here this conceptual tool is (re)mapped to 

think of new-yet-old relational emergences, a story infused with survivance, (re)coded for the 

21st century.  

 As with the word survivance, the use of comic holotrope here is done not as a neologism 

in the digital realm, but infused with a “beyond meaning” or “greater meaning” (Purdy 117). 

This is an attempt to (re)code the comic holotrope of survivance into digital spaces, thinking 

about realm emergences: highly imitative realms with their own agency. 

 The comic holotrope within this world also incorporates that there are actors within the 

game that are not human: glitches, and AI moving the NPC in unexpected or seemingly 

counterproductive ways. Temporal plasticity occurs on multiple levels, causing shifts in relations 

and intimacies. The game pushes certain questions: what other intimacies get clipped when we 

focus on human ones? What happens when we recenter affective intimacies on the nonhuman? 

 

9. end as beginning—survivance into resurgence 

“The lie, the great American lie that we have been exterminated by 

the colossus of the North has been uncovered… Decolonization is all 

around us. My work could not exist outside this context, nor would I 

want to write in any other.” 



Michelle Lee Brown      “Never Alone” 
 
 

 41 

(Haunani-Kay Trask, “Writing in Captivity: Poetry in a Time of 

Decolonization”) 

 

There is no neat conclusion here. As this realm and these concepts (re)code in new emergences, I 

close our journey together with a look towards current and future projects, which promise to take 

these ideas even further and deeper. There is more here than can be articulated by the written 

word. As Vizenor notes, social scientists often become fixated on terms, articulations, 

definitions—which cuts many kinnections that help shape these works in intangible ways. 

 While it is important to attempt to note some of these potentials and articulations, I want 

to close with the images above, thinking of them as world (re)mapping, allowing us “to see that 

the map is an open one and the ideological and material relationships it produces are still in 

process” (Goeman 38). The first image is of a game interface as Turtle Island, designed by 

Elizabeth LaPensée, for the Indigenous languages singing game Singuistics developed by 

Pinnguaq. The second is by Lianne Charlie, who created gyó/Salmon in connection with learning 

traditional salmon relational practices in her home territory. Both women are phenomenal digital 

artists and Indigenous scholars who push, what we assume to be, ones and zeros, thinking of the 

spaces between them as relational practices, engaging with multiple realms and materialities to 



Transmotion  Vol 3, No 1 (2017) 
 
 

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(re)code digital images and spaces, embodying kinnections and the responsibilities those 

kinnections entail.  

 Several younger and older Iñupiat community members refer to Never Alone as a seed, a 

story which can unfold further (as it has for generations). As with any seed, they need care to 

flourish into emergences, which may take route/root in multiple spaces. From a polar-bear guard 

to a Basque-American currently writing alongside Kānaka Maoli ‘ohana hanai in Hawai’i, 

tracing these threads is not meant to exclude others, nor preclude their unfolding elsewhere, but 

to highlight how Never Alone as (re)coded holotrope moves far beyond ‘preserving a culture’ or 

‘saving’ a people. It also offers future lines of flight for thinking about (re)coded comic 

holotropes of resurgence. 

 As the Iñupiaq believe, this story is transformative. It deepens kinnections: story and 

practices of interconnectedness and deep relations form trans-indigenous patterning across 

human and non-human worlds. To articulate this further—especially how the liveliness of the 

game interplays with the concepts of (re)mapping, kinnection, and survivance—I close with two 

quotes from Amy Fredeen: 

I grew up hearing some of Our traditional stories, but not fully aware of the values 

imbedded in those stories. Being a part of the team that made this amazing game 

has been a gift. I have reconnected with stories long forgotten, and have been able 

to realize how important storytelling is for passing on wisdom and values. 

She invites us to think of stories as alreadycoded in multiple ways: having numerous layers of 

meanings that are embedded, unfurling in new-yet-familiar ways as they are (re)mapped and 

(re)coded in different realms. Within this unfurling are depended kinnections—experiencing 

places and ties in visual and aural kinetic environments and networks within networks, expressed 

through Never Alone’s comic holotrope: a holotrope of survivance and perhaps (invitational) 

resurgence of indigenous futurities. As Fredeen succinctly explains it: “It’s not one way of 

seeing things, it’s one way of knowing you’re connected to everything.”

                                                
Notes 
 
1 Richa Nagar described this process in her colloquium, Political Science Dept. UH Mānoa 
3.11.16 
2 Emergence here is infused with deeper meaning by Jon Goldberg-Hiller and Noenoe Silva in 
their Political Science Colloquium at the University of Hawai’i at Mānoa on 3.21.15. They 



Michelle Lee Brown      “Never Alone” 
 
 

 43 

                                                                                                                                                       
articulate emergence as the shoots of the ancestors: new, but of the same stalk. They engage with 
this concept (rather than rhizome) to maintain earthiness of these connections and recognize 
indigenous connections and contributions to this way of thinking. 
3 The Parents’ Guide for the game suggests several ways to co-play with children and adults of 
various ages and gaming experience. 
4 O’Neill noted, when making the game, they looked at how many games featured male and 
female lead characters, and decided on Nuna to help restore balance to that area. 
5 This multi-temporal story-within-story-within story is unlocked as one of the cultural insights, 
fitting with the idea of comic holotrope outlined in the fourth section of this paper. 
6 Lacan cautions against clinging “to the illusion that the signifier answers to the function of 
representing the signified, or better, that the signifier has to answer for its existence in the name 
of any signification whatsoever” (from “Sign, Symbol, Imagery”). 
7 I have been musing over whether these could all be seen as aspects of the same comic holotrope 
voice/4th character. 
8 I note here there are many overlaps, and much more writing to be done on the intersections of 
the two concepts within Indigenous digital spaces. 
 
 

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