“你在街上射杀了那个女孩吗?”——谈《行尸走肉》的数字连载

M. Sulimma
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引用次数: 5

摘要

在《行尸走肉》系列游戏中,我将在本文中处理大量丰富的材料,并展示数字连续性如何影响制作、接收和游戏玩法的具体实践。第一部分关注的是游戏发行的娱乐性和结构,让人联想到电视连续剧(游戏邦注:如季节、情节、“前情提要”),以及漫画书美学和跨媒体叙事。该游戏系列采用了不同的跨媒体叙事策略,将游戏定位于《行尸走肉》的跨媒体系列中。除了让玩家比较不同的主角或角色,该游戏系列还探索了一些主题,如养育/童年或以特定的媒体方式处理伤害。性别和种族在养育子女这一主题中起着特殊的作用。本文的第一部分涉及到游戏内部的连续性,以及将游戏体验与其他玩家群体联系起来的重要性,从而在变化和游戏机制中提供自我意识的乐趣。在游戏的玩法统计和“元时刻”中,个性和集体的实践是通过游戏的操作美学以及玩家对选择的叙述结果的变化的连续欣赏而实现的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“Did you shoot the girl in the street?” – On the Digital Seriality of The Walking Dead
With the Walking Dead game series, I tackle a very extensive and rich material in this paper and show how digital seriality accounts for very specific practices of production, reception, as well as game-play. The first section focuses on the inter-ludic seriality of the game’s release and structuring as reminiscent of TV series (seasons, episodes, “previously on”) as well as the comic book-aesthetic and transmedia storytelling as para-ludic seriality. The game series employs different strategies of transmedia storytelling to position the game within the crossmedia franchise of The Walking Dead. Besides inviting comparison of the different protagonists or “cameos” by established characters, the game series also explores themes like parenting/childhood or the handling of injury in a media specific manner. Gender and race play a particular role concerning the theme of parenting. The first section of the paper touches on intra-ludic seriality and the importance of relating game experiences to a collective of other gamers to provide a self-aware pleasure in variation as well as the game’s mechanics. In the game’s playing statistics as well as in “meta-moments”, practices of individuality and collectivity are enabled through the game’s operational aesthetic as well as gamers’ serial appreciation of variation as a narrative outcome of the choices made.
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