Event-Sequences, Plots and Narration in Computer Games

Fotis Jannidis
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引用次数: 3

Abstract

Starting with the debate between ludologists and narratologists this essay tries to show that there is a narrative aspect in computer games which has nothing to do with background stories and cut scenes. A closer analysis of two sequences, taken from the MMORPG Everquest II and the adventure game Black Mirror, is the basis for a distinction between three aspects of this kind of narrative in computer games: the sequence of activities of the player, the sequence of events as it is determined by the mechanics of the game and this sequence of events understood as a plot, that is as a sequence of chronologically ordered and causally linked events. This kind of narrative is quite distant to the prototypical narrative which is the basis of most of the narratology. But actually all media, not only computer games, need their own narratology.
电脑游戏中的事件序列、情节和叙述
本文从游戏学家和叙事学家之间的争论开始,试图表明电脑游戏中存在与背景故事和过场动画无关的叙事方面。仔细分析MMORPG《无尽的任务II》和冒险游戏《黑镜》中的两个序列,我们就会发现电脑游戏中这类叙述的三个方面的区别:玩家活动的序列,由游戏机制决定的事件序列,以及被理解为情节的事件序列,即按时间顺序排列和因果联系的事件序列。这种叙事方式与作为大部分叙事学基础的“原型叙事”相去甚远。但实际上,不仅仅是电脑游戏,所有媒体都需要自己的叙事。
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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