Urban Shivers: Recoding Actual Space in Disco Elysium

A. Medvedeva
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Abstract

The functioning of urban space in games is often passive, since the city acts as an object of observation, a scenery for the player’s actions. In the Disco Elysium game, the city receives its voice, soul, and will, which the player can observe by activating the “Shivers” skill. This study analyzes how the “Shivers” skill encodes the actual space of the city and what functions it performs for the player. We used the theoretical frame of K. Lynch and identified five patterns of encoding paths, boundaries, nodes, landmarks, and time. Each of these patterns symbolically rethinks the actual space, translating it into the virtual language of artistic techniques. The analysis revealed that the use of a unifying interface for displaying mental chains, including the “Shivers” skill, shifts the focus from interpreting the visual appearance of space to drawing an analogy between the symbolic recoding of this space and the cognitive architecture of the protagonist. Thus the analogy is transformed into a “conciliatory contrast”. There is no need for a total renewal of space while a combination of conflicting qualities preserves, maintaining the essence of each of them.
城市颤抖:在迪斯科极乐世界中重新编码实际空间
在游戏中,城市空间的功能通常是被动的,因为城市是一个观察对象,是玩家行动的场景。在《Disco Elysium》游戏中,城市拥有自己的声音、灵魂和意志,玩家可以通过激活“Shivers”技能来观察。本研究分析了“Shivers”技能如何编码城市的实际空间,以及它对玩家的作用。我们使用K. Lynch的理论框架,确定了编码路径、边界、节点、地标和时间的五种模式。每一种图案都象征性地重新思考了现实空间,将其转化为艺术技巧的虚拟语言。分析显示,使用统一的界面来显示心理链,包括“颤抖”技能,将焦点从解释空间的视觉外观转移到在空间的符号重新编码和主角的认知结构之间进行类比。这样,这个类比就变成了“和解的对比”。没有必要对空间进行全面更新,同时保留了相互冲突的品质的组合,保持了它们各自的本质。
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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