Analysis of the Ghost of Tsushima Game According to the Actantial Model of Griemas

Uğur Bakan, Ufuk Bakan, E. Üstündağ
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Abstract

The success of digital games is possible with a gripping story and surrealistic depictions of places and characters. When the stories of popular games in the recent past are examined, the abundance of games that deal with historical and mythological events draws attention. In this study, the structure of the plot in the Ghost of Tsushima game, developed by Sucker Punch Productions and published by Sony Interactive Entertainment in 2020, was examined according to Greimas' model of actors. The analysis of the play is based on its model, a qualitative approach traditionally developed by Greimas (1973) to examine and describe the different roles, functions, and actions in storytelling. This model presents the interconnections of the relationships, functions, and possible actions in the scenario in a table. As a result of the research, the plot in the play was defined according to the subject, object, sender, receiver, supportive and obstructive elements, which form the basis of the pragmatic narrative model and also known as the semiotic frame, and the relations between the actors and the operation scheme of the narrative were revealed.
基于Griemas实际模型的对马鬼游戏分析
数字游戏的成功离不开扣人心弦的故事以及对地点和人物的超现实主义描绘。当我们审视最近流行游戏的故事时,我们会发现大量涉及历史和神话事件的游戏非常引人注目。在本研究中,根据Greimas的演员模型,对由Sucker Punch Productions开发、索尼互动娱乐(Sony Interactive Entertainment)于2020年发行的《对马岛之鬼》(Ghost of Tsushima)游戏的情节结构进行了检验。对戏剧的分析是基于它的模型,这是一种传统的定性方法,由Greimas(1973)开发,用于检查和描述故事中不同的角色、功能和行动。该模型以表格的形式展示了场景中关系、功能和可能操作的相互联系。研究的结果是,根据主体、客体、发送者、接受者、支持因素和阻碍因素对剧中情节进行界定,构成了语用叙事模式的基础,也称为符号学框架,揭示了演员与叙事运作方案之间的关系。
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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