“Is It Too Much to Ask That We’re Allowed to Win the Game?”: Character Attachment and Agency in the Mass Effect 3 Ending Controversy

Q2 Arts and Humanities
J. Burgess, C. Jones
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引用次数: 4

Abstract

The interaction between the concepts of character attachment, agency, and choice in a video game narrative was investigated using BioWare’s Mass Effect trilogy. Posts on a BioWare forum discussing the depiction of their player characters in the ending sequences of Mass Effect 3, the final game in the trilogy, were downloaded and analyzed using thematic analysis. Players demonstrated emotional attachment for the characters and narrative and expected to see the consequences of their choices play out, as in the previous games. Furthermore, players conflated winning the game with achieving a narratively satisfactory ending for the game world and its characters indicating emotional consequences for players that developers should consider when designing games with a high degree of player choice and agency. However, for some players character attachment is incongruous as they described Shepard as “acting out of character,” which needs further research.
“要求我们赢得比赛太过分了吗?”:《质量效应3》终结争议中的角色依恋和代理
使用BioWare的《质量效应》三部曲,研究了电子游戏叙事中角色依恋、代理和选择概念之间的互动。BioWare论坛上讨论三部曲最后一款游戏《质量效应3》结局序列中玩家角色描述的帖子被下载并使用主题分析进行分析。玩家表现出对角色和叙事的情感依恋,并期望看到他们的选择产生的后果,就像之前的游戏一样。此外,玩家将赢得游戏与为游戏世界及其角色实现叙事上令人满意的结局混为一谈,这表明开发者在设计高度玩家选择和代理的游戏时应该考虑玩家的情感后果。然而,对于一些玩家来说,角色依恋是不协调的,因为他们将谢泼德描述为“不符合角色的行为”,这需要进一步研究。
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
Bulletin of Science, Technology and Society
Bulletin of Science, Technology and Society Arts and Humanities-History and Philosophy of Science
CiteScore
2.60
自引率
0.00%
发文量
9
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