Rotten and Possessed: Control and Hellblade: Senua's Sacrifice as Models of Outmersive Game Design

PS Berge
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Abstract

Control (Remedy Entertainment) and Hellblade: Senua's Sacrifice (Ninja Theory) demonstrate the potential for game design that defies expectations of immersive gameplay and embodied avatars. Building on game scholarship that recognizes 'immersion' as a "double-axis of incorporation" [8] consisting of a "complex interplay of actual and virtual worlds as perceived through a dually embodied player" [26,p. 73], we can see how these games achieve powerful moments of coattention through outmersive game design-deliberately alienating the player from an embodied avatar experience. Outmersion,a term coined by Gonzalo Frasca, offers a broader categorization for games that procedurally engender "critical distance" by directing player attention to and outside of the game itself [16]. This article uses close-play to explore how the characters of Jesse Faden in Control and Senua in Hellblade make use of the 'coinhabited avatar' trope-in which the avatar is possessed by non-player entities. This article identifies shared outcomes in the outmersive design of these characters, namely that they: 1) directly invoked the player 2) complicated the player's place in the avatar body 3) deceived the player 4) took agency from the player and 5) referenced game structures directly. Through outmersion, these games created provocative moments of player attention and reflection, simultaneously interrogating assumptions of power, rules, and embodiment. This article advocates for further exploration of outmersive game and interactive narrative design to challenge dominant presumptions about player-avatar interactions.
《腐烂与附身:控制》和《地狱之刃:塞娜的牺牲》是沉浸式游戏设计的典范
《Control》(Remedy Entertainment)和《Hellblade: Senua’s Sacrifice》(Ninja Theory)展示了游戏设计的潜力,这与沉浸式玩法和化身角色的期望不同。基于将“沉浸感”视为“双轴结合”的游戏学术,[8]由“现实世界和虚拟世界的复杂相互作用,通过双重体现的玩家感知”组成。[73]我们可以看到这些游戏是如何通过沉浸式游戏设计(故意将玩家从化身体验中分离出来)获得强大的共同关注时刻的。外向性(Outmersion)是Gonzalo Frasca创造的一个术语,它提供了一个更广泛的分类,即通过引导玩家注意游戏本身或游戏之外的东西而程序性地产生“临界距离”的游戏。本文将通过近距离游戏探索《控制》中的Jesse Faden和《地狱之刃》中的Senua是如何利用“同居角色”的比喻,即角色被非玩家实体所拥有。本文确定了这些角色外部设计的共同结果,即它们:1)直接调用玩家;2)使玩家在角色体内的位置复杂化;3)欺骗玩家;4)从玩家那里获得代理;5)直接引用游戏结构。通过沉浸感,这些游戏创造了刺激玩家注意力和思考的时刻,同时质疑权力、规则和体现的假设。本文主张进一步探索沉浸式游戏和互动叙事设计,以挑战关于玩家-角色互动的主流假设。
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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