Game or Supernovel? Playing and Reading Massive Game Novels

IF 0.8 4区 社会学 Q2 AREA STUDIES
Espen Aarseth
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引用次数: 0

Abstract

For half a century, digital machines have lent their computational power to mediate text-based, diegetic worlds, in the shape of software that we call games, video games, or sometimes interactive fiction. Perhaps the first such was Gregory Yob’s simple labyrinth-monster game Hunt the Wumpus (1973), but ever since then the games (if that is what they should be called) have become larger and far more complex, and, in recent decades, a single such work can contain more text than, say, Shakespeare’s collected plays. Given this massive textual content, as well as the often experimental and innovative nature of these works, they can also be considered a new form of novel; a kind of text that has much more in common with literature than with other digital games such as Candy Crush Saga, Age of Empires or Counterstrike. In these ‘games’, we find complex characters, difficult ethical choices (left to the player), imaginative landscapes and mythologies, and thousands if not millions of lines of carefully crafted prose. Teams of writers work collectively to stich these textual universes together, under production conditions that might remind us of multi-season TV series, but which are structured and consumed very differently – in fact, more like literature than TV. The claim made in this article is that the perspective of the novel (or supernovel) is a productive one for understanding the nature of these artistic works of ludic software. Should they be considered Literature? Through a discussion of the notions of literature, novel, and fiction and through a close ludic reading of Fallout: New Vegas (2010) I will argue that these textual games are in fact Literature, a new kind of novelistic genre, and discuss the wider cultural implications of this assessment.
游戏还是超级小说?玩和读大型游戏小说
半个世纪以来,数字机器利用其强大的计算能力,以我们称之为游戏、视频游戏,有时也称互动小说的软件的形式,为基于文本的文字世界提供了中介。第一款此类游戏或许是格雷戈里-约布(Gregory Yob)的简单迷宫怪兽游戏《猎杀怪兽》(Hunt the Wumpus,1973 年),但从那时起,游戏(如果应该这么称呼的话)变得越来越大、越来越复杂,近几十年来,单个此类作品所包含的文本内容可能比莎士比亚戏剧集还要多。鉴于这些作品所包含的大量文本内容,以及它们往往具有的实验性和创新性,它们也可以被视为一种新形式的小说;与《糖果粉碎传奇》、《帝国时代》或《反恐精英》等其他数字游戏相比,这种文本与文学的共同之处要多得多。在这些 "游戏 "中,我们可以看到复杂的人物形象、艰难的道德选择(由玩家自己做出)、充满想象力的风景和神话,以及数千行甚至数百万行精心创作的散文。作家团队集体工作,将这些文本世界拼接在一起,其制作条件可能会让我们联想到多季电视剧,但其结构和消费方式却截然不同--事实上,它更像文学而非电视。本文的主张是,从小说(或超级小说)的角度来理解这些鲁迪软件艺术作品的性质是很有成效的。它们应被视为文学作品吗?通过对文学、小说和虚构等概念的讨论,以及对《辐射:新维加斯》(2010 年)的精读,我将论证这些文本游戏实际上是文学,是一种新的小说体裁,并讨论这一评价的广泛文化含义。
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来源期刊
European Review
European Review AREA STUDIES-
CiteScore
1.40
自引率
0.00%
发文量
38
期刊介绍: The European Review is a unique interdisciplinary international journal covering a wide range of subjects. It has a strong emphasis on Europe and on economics, history, social science, and general aspects of the sciences. At least two issues each year are devoted mainly or entirely to a single subject and deal in depth with a topic of contemporary importance in Europe; the other issues cover a wide range of subjects but may include a mini-review. Past issues have dealt with: Who owns the Human Genome; From decolonisation to post-colonialism; The future of the welfare state; Democracy in the 21st century; False confessions after repeated interrogation; Living in real and virtual worlds.
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