The reality paradox: Authenticity, fidelity, and the real in Battlefield 4

Richard Stevens, D. Raybould
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引用次数: 6

Abstract

This article examines how the ‘Battlefield’ (EA Games) series of games generates authenticity in its soundtrack both through a meticulous approach to modelling the physical world and through the appropriation of audio characteristics from our, typically mediated, experience of conflict. It goes on to examine how we might reconcile such ‘authentic’ audio with the more ludic features of the soundtrack, required to support gameplay, that are typically presented as inauthentic. The absence of these sounds during narrative-based sequences and the acceptance of them without negative impact on immersion during gameplay implies that these inauthentic sounds appear not to disrupt the immersive qualities of the ‘authentic’ but only when clearly positioned as ego-ludic (heard only by the player, non-spatialized and synthetic in quality) and only within the context of challenge-based sequences of the game.
现实悖论:《战地4》的真实性、保真性和真实性
本文将探讨《战地》(EA Games)系列游戏是如何通过对物理世界的细致建模以及从我们的冲突经验中获取音频特征而创造出原声的真实性。接下来我们将探讨如何将这种“真实的”音频与原声带的更搞笑的功能(游戏邦注:这是支持游戏玩法所必需的,但通常都是不真实的)结合起来。在基于叙述的序列中缺少这些声音,并且在游戏玩法中接受它们而不会对沉浸感产生负面影响,这意味着这些不真实的声音似乎不会破坏“真实”的沉浸感,但只有在明确定位为自我-ludic(仅由玩家听到,非空间化和合成质量)并且仅在基于挑战的游戏序列背景下才会出现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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