设计《Magic: The Gathering》的amonket:埃及特质和文化共鸣的局限性

Andrei Zanescu
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引用次数: 0

摘要

在卡片平面上表现文化绝不是最近才出现的做法。然而,《万智牌》目前的卡牌设计技术已经将文化表现编码成一组离散的过程和工具,这些过程和工具既灵活又广泛。本文认为,将共鸣作为一种概念性工具,能够推动代表性设计实践的发展,从而将文化广泛地整合到游戏机制中。此外,共鸣被理论化为一种设计取向和工具,它本质上倾向于再现文化刻板印象和延续殖民代表性的做法。然后,通过《Magic》在《amonket》(游戏版本的古埃及)中的设计优势,以及由此产生的核心设计架构,探索了共鸣的概念。本文的目的是将共振作为一种批判重新定位于卡片设计分析的中心。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing Magic: The Gathering's Amonkhet: Egyptianness and the Limitations of Cultural Resonance
Representations of culture on the card plane are by no means a recent practice. However, the current technologies of card design in Magic: The Gathering [1] have codified cultural representation into a discrete set of processes and tools that are both agile and expansive. This paper argues that the use of resonance as a conceptual tool has led to the development of representational design practices that allow for the wide-scale codification of culture into game mechanics. Further, resonance is theorized as both a design orientation and tool which is inherently skewed towards reproducing cultural stereotypes and perpetuating practices of colonial representation. The concept of resonance is then explored through the vantage point of Magic design in Amonkhet, the game's version of ancient Egypt, along with its resulting core design architecture. The purpose of this paper is to reposition resonance at the center of card design analysis as a critique.
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