The Role of Fantasy in Video Games: A Reappraisal

Liam Murray, John K. Maher
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引用次数: 3

Abstract

The majority of videogames as they are currently constituted seem to display a mechanistic repetitiveness in conception, development and production. A creative shallowness in games, a lack of innovation, and a tendency to clone successful titles, are in part attributable to the hegemonic control exerted by game producers.  This situation persists despite the intense frustration from the creative talent within the industry: “design documents are worked out by the marketing department; effectively as an artist or programmer you do what you’re told” (Wade 2007, p.687). This article approaches Fantasy as an underlying structuring element capable of energising the creative evolution of video games. Fantasy is interpreted as persisting throughout all game forms, and not confined to its own recognisable genre.
幻想在电子游戏中的角色:重新评估
目前大多数电子游戏在构思、开发和制作过程中都呈现出一种机械的重复性。游戏创意浅薄、缺乏创新、倾向于复制成功作品,部分原因在于游戏制作人的霸权控制。尽管行业内的创意人才非常沮丧,但这种情况仍然存在:“设计文件是由营销部门制定的;作为一名美工或程序员,你必须按照别人的要求去做。”本文将幻想视为一种能够激发电子游戏创造性进化的潜在结构元素。幻想被解释为贯穿所有游戏形式,而不局限于自己的可识别类型。
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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