(Re)Creating Disney: Converging Game World Architecture in Kingdom Hearts

Anh-Thu Nguyen
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Abstract

The Kingdom Hearts franchise (2002-2020) is truly a product of convergence culture: in its aesthetics and narrative world, it unites games, films, animations, fairy tales, comics and cartoons. The games’ premise to merge intellectual properties from Disney and Square Enix into one coherent universe strikes as an ambitious effort with contrasting themes, motifs, characters, and worlds sharing a single stage on top of a new cast of characters and an original storyline. An analysis of any franchise is often associated with complex licensing structures, its economic impact, and the great financial endeavour to create multimedia franchises. With a franchise such as Kingdom Hearts however, its franchise relationships to other media can be made apparent through a media-centred analysis, allowing us to understand its franchise character from within. One method to make this approach possible for instance is to look at how the franchise delivers on its cross-collaboration premise by creating game worlds inspired by Disney. Some of these worlds are seemingly exact copies of their original and others deliver a new experience altogether. It is exactly this ambivalence that truly stands out in the franchise, juggling between old and new.
《创造迪士尼:在《王国之心》中融合游戏世界架构
《王国之心》系列(2002-2020)确实是融合文化的产物:在美学和叙事世界中,它结合了游戏、电影、动画、童话、漫画和卡通。游戏的前提是将迪士尼和史克威尔艾尼克斯的知识产权融合到一个连贯的宇宙中,这是一个雄心勃勃的努力,在新的角色阵容和原始故事情节之上,对比鲜明的主题,主题,角色和世界共享一个舞台。对任何特许经营的分析通常都与复杂的许可结构、其经济影响以及创建多媒体特许经营的巨大财务努力有关。而对于像《王国之心》这样的系列游戏,我们可以通过以媒体为中心的分析来明确它与其他媒体的关系,从而让我们能够从内部理解它的系列角色。实现这一目标的一种方法便是着眼于该系列如何通过创造受迪士尼启发的游戏世界而实现交叉合作。其中一些世界似乎是原始世界的精确复制,而另一些则提供了全新的体验。正是这种矛盾的心理,在新旧之间徘徊,才真正在这部电影中脱颖而出。
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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