The making of La Mancha

Christopher W. Totten
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Abstract

This paper considers the ways in which game making may be a means for deeply analyzing literary and artistic works. This work is done through a game design postmortem of La Mancha, a storytelling card game based on Miguel de Cervantes’ 1605 novel Don Quixote. The game allows players to interact with and reshape moments from the novel through guided storytelling using quotes from books that influenced Cervantes. This postmortem describes two approaches to design: design precedents and the “collected work theory” of game analysis; that were integral to La Mancha’s creation. To accomplish this, this postmortem describes previous efforts to translate literary works into tabletop design and the different ways those efforts allow players to interact with their source material's content and themes. It also describes how individual moments from Don Quixote, its themes, and critical analysis were used to design not only the overall game, but individual interactions, cards, and even pieces of artwork for the game. Finally, the role of these concepts in La Mancha’s Kickstarter funding campaign and commercial release will be described, including ways which the lessons learned will be incorporated into future works.
拉曼查的制作过程
本文认为游戏制作可以成为深入分析文学和艺术作品的一种手段。这项工作是通过《La Mancha》的游戏设计事后分析完成的,这是一款基于米格尔·德·塞万提斯1605年的小说《堂吉诃德》的故事卡牌游戏。这款游戏允许玩家与小说互动,并通过引用影响塞万提斯的书籍中的引语来引导故事情节。这篇事后分析描述了两种设计方法:设计先例和游戏分析的“集合工作理论”;这是拉曼查创作中不可或缺的一部分。为了实现这一点,这篇事后分析描述了之前将文学作品转化为桌面设计的努力,以及这些努力让玩家与原始材料的内容和主题互动的不同方式。它还描述了《堂吉诃德》中的个别时刻、主题和批判性分析如何被用于设计整体游戏,以及游戏中的个人互动、卡片甚至艺术作品。最后,将描述这些概念在La Mancha的Kickstarter融资活动和商业发行中的作用,包括将吸取的经验教训纳入未来作品的方式。
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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