Do The Locomotion: Obstinate Avatars, Dehiscent Performances, and the Rise of the Comedic Video Game

I. Jones
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引用次数: 3

Abstract

Physical comedy has long been a difficult subject for video games, but recent years have seen the emergence of a microgenre of independently developed games, dubbed “fumblecore” by critics in the popular press, that have taken on this challenge. Approaching the question of how these games can succeed at crafting mishap-based physical comedy while seemingly lacking the buffer of performance that characterizes the reception of traditional slapstick comedy, this essay examines these games’ subversion of the norms of the player-avatar relationship. Rejecting any attempt at a “transparent” or unthought relation between play intention and machine response, fumblecore games instead foster a mode of dehiscent performance, foregrounding the discrepancy between human and computer actants and transforming the processes that produce an on-screen character into a form of agonistic shtick. Emerging from this contentious collaboration is a comedic body that, although perhaps initially appearing to conform to a Bergsonian model of humor, ultimately upsets physical comedy’s usual mind/body dynamic. Finally, considering the social functions of humor and the ways in which accounts of embodiment can too often slip into normative pronouncements, this essay concludes by investigating whether the fumblecore genre holds any potential to foster empathy around issues of disability.
做运动:顽固的化身,分裂的表演,和喜剧电子游戏的兴起
肢体喜剧一直以来都是电子游戏的难题,但近年来出现了一种独立开发游戏的微类型,被大众媒体的评论家称为“fumblecore”,他们接受了这一挑战。关于这些游戏如何能够成功地创造出基于不幸的物理喜剧,同时又缺乏传统闹剧喜剧所具有的缓冲效果这一问题,本文将分析这些游戏对玩家-角色关系规范的颠覆。funblecore游戏拒绝在游戏意图和机器反应之间建立任何“透明”或未经思考的关系,而是培养一种分裂的表现模式,突出人类和计算机行为之间的差异,并将产生屏幕角色的过程转化为一种对抗形式。从这种有争议的合作中出现的是一个喜剧体,尽管最初看起来符合伯格斯的幽默模式,但最终打破了身体喜剧通常的身心动态。最后,考虑到幽默的社会功能,以及对体现的描述常常滑入规范性声明的方式,本文通过调查fumblecore类型是否具有培养对残疾问题的同情的潜力来结束。
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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