Narrative Goals in Games: A Novel Nexus of Story and Gameplay

R. E. Cardona-Rivera, J. Zagal, Michael S. Debus
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引用次数: 6

Abstract

The intersection of gameplay and story has been widely debated in games scholarship (i.e. the ludology/narratology debate). It has also manifested in concepts used in game discourse (e.g. “ludonarrative dissonance”) and development (e.g. “what is narrative design?”). We propose that goals, as a constituent element of games, is a novel and fruitful nexus point between story and gameplay. We provide an analytical framework that articulates and bridges the relationship between the goal structures in games and their narrative counterparts. This framework is anchored upon what we define as a narrative goal: an interpretation of a ludological goal. We can thus formally account for a narrative goal (e.g. “Rescue the prince”) that requires players to act in a way that satisfies a corresponding game imperative (e.g. Reach-). Finally, we articulate our work’s foundational relevance to narrative design and associated issues.
游戏中的叙事目标:故事和玩法的新颖联系
游戏玩法和故事的交集在游戏学界一直备受争议(游戏邦注:即游戏学/叙事学之争)。这也体现在游戏话语(游戏邦注:如“游戏叙述不协调”)和开发(游戏邦注:如“什么是叙事设计?”)所使用的概念中。我们认为,作为游戏的组成元素,目标是故事和玩法之间新颖而富有成效的连接点。我们提供了一种分析框架,能够明确并连接游戏中的目标结构与其叙事对应物之间的关系。这个框架是基于我们所定义的叙事目标:对游戏目标的解释。因此,我们可以正式解释一个叙事目标(游戏邦注:例如“拯救王子”),它要求玩家以满足相应游戏指令(游戏邦注:例如《致远星》)的方式行事。最后,我们阐明了我们的工作与叙事设计和相关问题的基本相关性。
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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