Gameplayowe transgresje w grach cyfrowych

Q4 Arts and Humanities
Rafał Kochanowicz
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Abstract

The latest and increasingly sophisticated digital simulations, often set in fantastical worlds, have become like laboratories in which players/ audiences can test their knowledge of culture, their ethical beliefs, interpretive skills, and anthropological imaginations. The article looks at games not just through the lens of their programmed poetics, but rather as laboratories in which experimentation becomes one of the elements of play, and gameplay touches the essence of the game – the activity, which is defined as dynamic competition within an adopted convention. One example of such experimentation is the transgressive way of conducting gameplay. However, creating a detailed typology of all possible transgressive gameplay is clearly not feasible, especially when taking into account accidental situations, such as when a player exploits a loophole or error in the programmed process without realizing that they are intentionally bypassing solutions designed by the creators. Nonetheless, intentional actions can be characterized in terms of three basic aspects – ingression (e.g., interference with computer programs), progression (e.g., fastrun, bypassing, etc.), and regression (transpositions, refunctionalizations, etc.). They concern both evidence of specific intentions and reveal ways of breaking rules, introducing one’s own rules, or forcing one’s own gameplay style.
最新且日益复杂的数字模拟(通常设置在幻想世界中)已成为玩家/观众可以测试其文化知识、道德信仰、解释技能和人类学想象力的实验室。这篇文章并不只是通过编程诗学的视角来看待游戏,而是将其视为实验成为游戏元素之一的实验室,而游戏玩法触及了游戏的本质——活动,这被定义为在既定惯例下的动态竞争。这种实验的一个例子就是越界的游戏玩法。然而,为所有可能的违法玩法创造一个详细的类型显然是不可行的,特别是当考虑到意外情况时,例如当玩家利用编程过程中的漏洞或错误而没有意识到他们故意绕过创造者设计的解决方案时。尽管如此,有意行为可以用三个基本方面来表征——侵入(例如,干扰计算机程序)、进展(例如,切换、绕过等)和回归(换位、再功能化等)。它们既涉及特定意图的证据,也揭示了打破规则、引入自己的规则或强迫自己的玩法风格的方法。
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
Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
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