Reaching Toward Home: Software Interface as Queer Orientation in the Video Game Curtain

Whitney Pow
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引用次数: 29

Abstract

abstract:Curtain (2014) by Dreamfeel is a queer video game about a “destructive” intimate relationship between two women. The game’s interface is so heavily pixelated it is difficult to make out the shape of a familiar home in the jagged pixels of the screen. Curtain questions the ability of narrative and visual representation to convey queer experience and queer space. This article examines how Curtain centralizes experiences and affects that exist at the periphery in mainstream games: the experience of being structurally disempowered, unsafe, and unable to move freely or make choices that matter. Using mechanics like repetition and multiplicity, Curtain produces the queer orientations and phenomenologies that make up a queer subject’s relationship to space and time.
走向家:软件界面在电子游戏幕中的怪异取向
Dreamfeel的《Curtain》(2014)是一款关于两个女人之间“破坏性”亲密关系的酷儿电子游戏。这款游戏的界面像素化程度非常高,以至于很难在屏幕上参差不齐的像素中辨认出熟悉的家的形状。帘子质疑叙事和视觉呈现传达酷儿体验和酷儿空间的能力。本文将探讨《Curtain》如何集中体验并影响存在于主流游戏外围的内容:结构上被剥夺权利、不安全、无法自由行动或做出重要选择的体验。利用重复和多样性等机制,Curtain创造了酷儿取向和现象学,构成了酷儿主体与空间和时间的关系。
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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