Field Notes and Fictional Realms

IF 1.9 2区 历史学 0 ARCHAEOLOGY
Yesenia Rubi Landa, Amy E. Thompson
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引用次数: 2

Abstract

Overview As an escape from the day-to-day drudgery of our “real” world, video games allow us to leave reality and explore new fictional worlds. These worlds are more enjoyable when they are developed from various digital materials and presented as an official story, which is called “lore.” Lore invites the player to submerge into background stories of fictional worlds, including but not limited to those in video games. Video-game lore often provides historical narratives of these worlds, sometimes even drawing on archaeological themes in the creation of characters and places. The video game League of Legends (LoL), developed by Riot Games, has its own detailed lore, often revolving around individual characters. Riot has developed this lore not only through the video game itself but through accompanying media. Although the lore is separate from the game and not necessarily needed, the advantage is that it can orient individuals to the world and the background stories of the characters and players. Additionally, it allows people who are not interested in playing the game to interact with the fictional world, given that the stories are captivating on their own. Here, we briefly discuss Riot's interactive lore website and focus on the background of two places within the LoL fictional world: Ionia and Targon. We examine the presentation of these places through an archaeological framework. Then, we evaluate how archaeology is portrayed throughout the lore, focusing specifically on archaeological field notes and the methods that we are told are employed by one of the characters. In our analysis of the portrayal of Targon, the discussion centers on how archaeological perspectives are an integral framework for the LoL lore. Lore creates a sense of place (a connection between a person and a spatial setting) for the fan community, players, and even developers. Consequently, it is useful to focus on this idea of storytelling through lore, taking a critical view of its power and how it can impact various audiences.
田野笔记与小说境界
概述作为一种逃离“现实”世界日常琐事的方式,电子游戏让我们能够离开现实,探索新的虚构世界。当这些世界是从各种数字材料中开发出来的,并作为官方故事呈现时,它们会更令人愉快,这被称为“传说”。lore邀请玩家沉浸在虚构世界的背景故事中,包括但不限于电子游戏中的故事。电子游戏传说通常提供这些世界的历史叙事,有时甚至在人物和地点的创作中借鉴考古主题。Riot Games开发的电子游戏《英雄联盟》(LoL)有自己的详细传说,通常围绕着单个角色展开。Riot不仅通过电子游戏本身,还通过相关媒体发展了这一传说。虽然传说与游戏是分开的,不一定需要,但它的优点是可以让个人了解世界以及角色和玩家的背景故事。此外,它还允许那些对玩游戏不感兴趣的人与虚构世界互动,因为这些故事本身就很吸引人。在这里,我们简要讨论了Riot的互动传说网站,并重点介绍了LoL虚构世界中两个地方的背景:Ionia和Targon。我们通过考古学的框架来研究这些地方的表现。然后,我们评估整个传说中对考古学的描述,特别关注考古现场笔记和其中一个人物所使用的方法。在我们对塔贡形象的分析中,讨论的焦点是考古视角如何成为洛传说的一个整体框架。Lore为粉丝群体、玩家甚至开发者创造了一种地方感(一个人和空间环境之间的联系)。因此,通过传说来关注这种讲故事的想法是有用的,对它的力量以及它如何影响不同的观众持批评态度。
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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来源期刊
CiteScore
3.70
自引率
21.40%
发文量
39
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