Hundred Thousand Billion Fingers: Seriality and Critical Game Practices

S. Boluk, P. LeMieux
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引用次数: 3

Abstract

The title of this essay borrows from Raymond Queneau’s iconic Hundred Thousand Billion Poems , a sonnet generator capable of producing 10^14 unique texts – a quantity that no one reader (or even a million readers) could parse in a lifetime. While Hundred Thousand Billion Poems gestures towards the impossibility of ever accessing the totality of its many reading paths, computer games such as Super Mario Bros. limit the player to one isolated, incomplete perspective among an enormous (but finite) set of possible playthroughs. Despite this single-player experience, collective patterns of play emerge from the repetitive, procedural, and discrete elements – what Ian Bogost calls “unit operations” – that drive computational media. Following Mary Flanagan’s approach to game criticism and Jean-Paul Sartre’s notion of seriality framed in terms of contemporary theories of network culture, this essay examines two categories of “metagames” which “critically play” the serial logics intrinsic to computational media. Metagames are games about games and the examples in this essay are built inside, outside, or alongside Super Mario Bros. , inscribing twenty-five years of procedural play. From remakes of ROM hacks to speedruns of sequencers, this eclectic collection of player-created modifications documents an alternative history of computer games defined not by the production of software but by play. Whether reading Queneau’s book or playing computer games, the constraints of the poem or program produce a range of repetitions. Rather than subjecting the player to the mechanisms of control as defined by the rules of the game, the techniques documented in this essay successfully metagame their own serial conditions to model the movements of a hundred thousand billion fingers.
《千亿个手指:连续性和关键游戏实践
这篇文章的标题借用了雷蒙德·格诺的标志性作品《千万亿首诗》,这是一个十四行诗生成器,能够产生10^14个独特的文本——一个读者(甚至一百万读者)一辈子都无法解析的数量。虽然《hundreds Thousand Billion Poems》暗示玩家不可能访问其众多阅读路径的整体,但《超级马里奥兄弟》等电脑游戏将玩家限制在一个孤立的、不完整的视角中,而这是一组巨大的(但有限的)可能的游戏。除了这种单人游戏体验,集体游戏模式也从重复、程序和离散的元素中浮现出来——Ian Bogost称之为“单位操作”——这推动了计算媒体的发展。遵循Mary Flanagan的游戏批评方法和Jean-Paul Sartre的基于当代网络文化理论的串行性概念,本文考察了两类“元游戏”——它们“批判性地玩”计算媒体固有的串行逻辑。元游戏是关于游戏的游戏,本文中的例子是建立在《超级马里奥兄弟》的内部、外部或旁边,体现了25年的程序玩法。从重制的ROM到快速的音序器,这个折衷的玩家创造修改的集合记录了电脑游戏的另一种历史,不是由软件的生产而是由游戏来定义的。无论是阅读格诺的书还是玩电脑游戏,诗歌或程序的约束都会产生一系列的重复。比起让玩家受制于游戏规则所定义的控制机制,本文所记录的技术能够成功地创造出自己的序列条件去模拟成百上千万个手指的移动。
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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