The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games

IF 0.3 2区 艺术学 0 FILM, RADIO, TELEVISION
R. Greenberg
{"title":"The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games","authors":"R. Greenberg","doi":"10.1177/17468477211025665","DOIUrl":null,"url":null,"abstract":"Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.","PeriodicalId":43271,"journal":{"name":"Animation-An Interdisciplinary Journal","volume":"16 1","pages":"83 - 95"},"PeriodicalIF":0.3000,"publicationDate":"2021-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1177/17468477211025665","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Animation-An Interdisciplinary Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/17468477211025665","RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"FILM, RADIO, TELEVISION","Score":null,"Total":0}
引用次数: 2

Abstract

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.
游戏玩家的动画和Sierra online冒险游戏中的动画师
这款由美国软件发行商Sierra online开发的数字冒险游戏是在20世纪80年代使用公司的Adventure Game Interpreter引擎制作的,它在动画的发展过程中扮演了一个重要的角色,但在很大程度上被忽视了,它是数字游戏体验的一个组成部分。虽然关于该公司游戏的少量历史和理论讨论主要集中在游戏类型上,但却忽略了这些游戏对动画角色和控制它们的玩家之间关系的贡献——正如本文所述,这种关系本质上是将玩家转变为动画师。如果我们考虑Chris Pallant(2019)在“电子游戏和动画”中的观点,即动画对于数字游戏中的沉浸感至关重要,那么在Sierra online的冒险游戏中为玩家提供动画角色的巨大自由为同样的数字沉浸感铺平了道路。如果我们参照Gonzalo Frasca(1999)在“游戏学与叙事学:(电子)游戏与叙事的异同”一文中将数字游戏划分为叙事主导或自由游戏(ludus vs paidea),那么该公司的冒险游戏便是通过玩家赋予角色动画的能力来平衡这两种元素的重要早期例子。此外,Sierra online的冒险游戏利用了动画师和角色之间的传统紧张关系,正如Scott Bukatman在《the poetics of Slumberland: animated spirits and the animated spirit》(2012)中所观察到的那样,他挑战了动画师、动画角色和观众之间的传统分歧。正如本文所阐述的那样,所有这些贡献直到今天仍在继续影响着动画在数字游戏中的角色。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Animation-An Interdisciplinary Journal
Animation-An Interdisciplinary Journal FILM, RADIO, TELEVISION-
CiteScore
0.70
自引率
25.00%
发文量
19
期刊介绍: Especially since the digital shift, animation is increasingly pervasive and implemented in many ways in many disciplines. Animation: An Interdisciplinary Journal provides the first cohesive, international peer-reviewed publishing platform for animation that unites contributions from a wide range of research agendas and creative practice. The journal"s scope is very comprehensive, yet its focus is clear and simple. The journal addresses all animation made using all known (and yet to be developed) techniques - from 16th century optical devices to contemporary digital media - revealing its implications on other forms of time-based media expression past, present and future.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信