The Ontology of Incremental Games: Thinking Like the Computer in Frank Lantz’s Universal Paperclips

M. Schmalzer
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引用次数: 0

Abstract

Incremental games merge the game's system and guise, casting the player in the role of a computer. This paper analyzes incremental games to show how the specific features of the genre cause the player to engage in machinic thinking. It begins with a brief overview of the incremental game genre. Then shifts to an analysis of one game in particular: Frank Lantz’s Universal Paperclips (2017). Universal Paperclips puts the player in the role of an AI tasked with producing paperclips, making it a perfect example to show how the player learns to think like the machine through the overlapping roles of the player and computer, which will be elaborated through a comparison of the ways both incremental games and slot machines encourage what Natasha Dow Schüll’s (2012) calls the “machine zone” in players. The study concludes by complicating these arguments with an examination of the ways in which, despite the machinic thinking that incremental games engender, the player and computer actually withdraw from each other which makes incremental games a critique of human computer interactions and a meta-game about the construction of videogames, instead of purely a speculative ontological representation of computers.
增量游戏的本体:像电脑一样思考Frank Lantz的Universal paperclip
增量游戏融合了游戏的系统和伪装,让玩家扮演电脑的角色。本文将分析渐进式游戏,以展示这类游戏的特定功能是如何让玩家陷入机械思维的。本文首先简要介绍增量游戏类型。然后转向对一款游戏的分析:Frank Lantz的《Universal Paperclips》(2017)。《Universal paperclip》让玩家扮演一个制作回形针的AI角色,这是一个展示玩家如何通过玩家和计算机的重叠角色来学习像机器一样思考的绝佳例子,这将通过增量游戏和老虎机的比较来阐述,这两种游戏都鼓励了Natasha Dow sch(2012)所说的玩家的“机器区域”。该研究的结论是,尽管增量游戏产生了机器思维,但玩家和计算机实际上是相互退出的,这使得增量游戏成为对人机交互的批判,是关于电子游戏构建的元游戏,而不是纯粹的计算机的推测性本体论表现。
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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