Talk to Animals. “Animal Crossing: New Horizons”

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Abstract

Video games which base their narration on avatar-based representation of the player shift the narrative towards the interactive receiver, a “surrogate self ” within the game’s tale. The immersive activism of the sovereign influence of the player on the course of the game is nonetheless significantly limited in case of procedural games, as the interactivity may prove to be an imposed or anticipated inter-passivity of the receiver. The chaos-inducing and destabilizing effect of the pandemic on social life shown in the example of the rhetorical, both utopian and persuasive game Animal Crossing proved to be the anticipated virtual ersatz of real social order. The players’ anxious dissociations and dislocations were assuaged by the rhetorical disposition of the game, which does not require deep investment. It is an ambient game in the sense that the player allows his in-game islander avatar to “lead them by hand”. The player does actively belong to the allotopic community, but nevertheless their alternative post-identity becomes a form of psychological escapism which allows them to relinquish factual decision making. Meanwhile, to explore the new possibilities of the island community, the game poses a condition: one has to accept its dominant economic aspect. Animal Crossing’s narrative subordinates the active interaction in-game to obedience to rhetorical procedures which, through second-person narration, impose quasi-capitalistic rules of order to the simulation of island fun. The player is thus not sovereign in their actions, but rather they follow instructions aimed at them. The market regulations of late capitalism form the ideological background of these instructions. The eutopic narrative thus conceals the paradox of the neoliberal “object of free will” which is only possible at the cost of repression and real constraints on autonomy and choice, even in the alternate form of in-game post-identity.
与动物交谈。
电子游戏的叙事基于玩家的虚拟形象呈现,将叙事转向互动接受者,即游戏故事中的“代理自我”。然而,在程序性游戏中,玩家对游戏进程的沉浸式主动影响受到了极大的限制,因为互动性可能被证明是接受者强加的或预期的互动性。玩家焦虑的分离和错位被游戏的修辞倾向所缓和,这并不需要深入的投入。从某种意义上说,这是一款环境游戏,玩家允许自己在游戏中的岛民角色“用手引导他们”。玩家确实积极地属于同种异体社区,但他们的替代性后身份成为一种心理逃避形式,允许他们放弃实际决策。同时,为了探索岛屿社区的新可能性,游戏提出了一个条件:人们必须接受其主导的经济方面。因此,玩家在自己的行动中并不是主权者,而是遵循针对他们的指示。晚期资本主义的市场调控形成了这些指令的思想背景。因此,反主题叙事隐藏了新自由主义“自由意志的对象”的悖论,这只有在压制和对自主性和选择的真正限制的代价下才有可能,即使在游戏中的后身份的替代形式中也是如此。
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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