"No Going Back": The Telltale Model as Thought Experiment

A. Sarian
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引用次数: 2

Abstract

Since the release of The Walking Dead in 2012, the "Telltale Model" of interactive narrative has attracted a lot of criticism for providing choices that 'don't matter'. This paper is a response to this discussion taking place both in academia and popular games culture. While Telltale's choices indeed 'don't matter' this overlooks the ways in which they actually function. The Telltale Model works in a way that is analogous to the philosophical thought experiment. It presents a sequential series of moral dilemmas that all communicate a common theme. The penultimate choice in The Walking Dead Season 2 Episode 5: No Going Back (2013) performs as a final lesson - testing the player to see if they have properly internalised the themes of the series. It then responds not to the accumulated memory of their choices, but to how they respond to the final 'test' that bookends the series’ many ethical dilemmas. Telltale's choices may not have any long-term consequences, but they do serve an informative pedagogical function - just don't expect Kenny to ever "remember that". 
“不回头”:作为思想实验的泄密模型
自2012年《行尸走肉》发行以来,交互式叙事的“Telltale模式”就因提供“无关紧要”的选择而招致许多批评。本文是对学术界和流行游戏文化中这一讨论的回应。虽然Telltale的选择确实“无关紧要”,但它忽略了它们的实际运作方式。Telltale模型的工作方式类似于哲学思维实验。它呈现了一系列的道德困境,所有这些都传达了一个共同的主题。《行尸走肉》第二季第五集:No Going Back(2013)的倒数第二个选择是最后一课——测试玩家是否正确地内化了这个系列的主题。然后,它不是对他们所做选择的累积记忆做出反应,而是对他们如何应对最后的“测试”做出反应,这一“测试”结束了该系列的许多道德困境。Telltale的选择可能不会产生任何长期的影响,但它们确实起到了教育的作用——只是不要指望Kenny会“记住这一点”。
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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