设计故事:3D电脑游戏中的叙事实践

Teun Dubbelman
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引用次数: 2

摘要

根据游戏、电影和戏剧研究的理论,本文探讨了3D电脑游戏处理故事的两种主要方式。从这些游戏的创造性设计和公众讨论中可以明显看出,其中一种方法将玩家视为引导英雄经历挑战和磨难的隐含作者。另一种方法是将玩家视为故事世界的具体参与者;玩家成为英雄,体验自己的冒险。本文认为,为了理解这两种独特的设计实践之间的差异,有必要批判性地回顾曾经在结构主义叙事学中发展起来的叙事的表征逻辑,并发展一种额外的表征逻辑,既适用于过去的边缘叙事实践,也适用于现在的主流实践。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing stories: practices of narrative in 3D computer games
Drawing on theories from game-, film-, and theatre studies, this paper explores two primary ways in which 3D computer games deal with stories. As evident in how these games are creatively designed and publically discussed, one of these approaches focuses on players as implied authors who guide heroes through challenging trials and tribulations. The other approach focuses on players as embodied participants in the story world; players become the hero and experience adventures of their own. This paper argues that in order to understand the differences between these two distinctive design practices it is necessary to critically review the representational logic of narrative as developed once in structuralist narratology and to develop an additional presentational logic, applicable to both marginal narrative practices of the past as well as mainstream practices of the present.
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