Giantness and Excess in Dark Souls

Dom Ford
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引用次数: 4

Abstract

Using the Dark Souls series as an example, I examine how a frame of ‘monster of excess’ can be used to read giantness in digital games. The monster of excess finds a paradigmatic example in the giant, an age-old mythic figure still prevalent within digital games. Many elements are directly borrowed or translated from other artistic forms such as film and literature. But, in this paper, I focus on how excess is encoded ludically, and how that links with the more representational and aesthetic depictions of excess within the games. I find that elements such as the camera and the game’s interface, along with the player-character are all affected by giantness, with giants seeming to exist in excess of the games’ established frames.
《黑暗之魂》中的巨大和过度
以《黑暗之魂》系列为例,我研究了如何使用“过度怪物”的框架来解读数字游戏中的巨型。过度的怪物在巨人身上找到了一个典型的例子,这是一个古老的神话人物,在数字游戏中仍然盛行。许多元素直接借用或翻译自其他艺术形式,如电影和文学。但在本文中,我将专注于过度是如何被荒谬地编码的,以及它如何与游戏中更具代表性和美学意义的过度描述联系在一起。我发现镜头、游戏界面以及玩家角色等元素都受到巨人的影响,巨人似乎存在于游戏的既定框架之外。
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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