所有比特的永恒循环

Tobias Winnerling
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引用次数: 2

摘要

以历史内容为特色的电子游戏(我称之为“历史化”电子游戏)通常是系列游戏。《文明》(I - V)、《帝国时代》(I - IV)、《纪元》(5分)、《猴岛》(5分)、《全面战争》(7分)、《刺客信条》(I - IV)等等都是高度连载的游戏,除了它们各自的第一个化身,它们都在结构层面或内容上不断指向系列中的其他游戏。他们这么做有很多原因,与他们所表现的一切完全无关,最重要的是经济原因,但也有满足类型和观众期望以及技术限制的需要。除此之外,考虑到喜欢其中一款游戏的玩家可能也会玩其他游戏,该系列的事实本身就包含了值得一提的内容。首先,从符号学上讲,这样一组游戏名称被德勒兹/瓜塔里恰如其分地描述为符号的偏执专制政权的一个例子,在这里,符号只表示其他符号,被捆绑在一个无休止的虚拟循环中。第二,在哲学上,这可以被看作是尼采的"万物的永恒再现"的一个主要例子。这两种解读都暗示着这些游戏系列似乎呈现了“历史”,它们将历史和时间性分离开来,安装了一个按时间顺序排列的框架。因此,它们有效地取代了自19世纪中叶以来西方话语传统上所理解的任何事实历史,具有情感历史性。在这方面,它们可能反映了(像文学、电影、电视、广播、漫画、重演、“生活史”、LARP等其他具有历史内容的媒体一样)学术界无法满足的大众需求,或者预示着作为数字革命一部分的概念转变。时间会证明——如果这仍然是可能的,那么。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Eternal Recurrence of All Bits
Video games that feature historical content – what I term ‘historicizing’ video games – often come in series. Civilization (I – V), Age of Empires (I – IV), Anno (5 pts.), Monkey Island (5 pts.), Total War (7 pts.), Assassin’s Creed (I – IV), to name but a few, are heavily serialized in that they all, save for their respective first incarnations, point continuously to the other titles in their series’, be it on a structural level or with regard to content. That they do so has many reasons that are totally unconnected with everything they represent, economic ones foremost, but also the need to meet genre- and audience-imposed expectations as well as technical limitations. This aside, given that players who liked one in a bundle are likely to play the rest also, the mere factuality of the series carries implications for the content worth mentioning. First, semiotically such a set of game titles is aptly described in Deleuze/Guattari-terms as an instance of the paranoid-despotic regime of signs, where signs signify nothing but other signs, bound up in an endless virtual cycle. And second, philosophically this may be taken as a prime instance of the Nietzschean ‘eternal recurrence of all things’. Both readings converge in the implication that as these games’ series seemingly stage ‘history’, they unlink history and temporality, installing a chron-alogical framing. Thus, they effectively replave in themselves any factual history as the concept is traditionally understood in Western discourse since the middle of the 19th century with affective historicity. In this, they may reflect (as other media featuring historical content as literature, film, TV, radio, comics, re-enactment, ‘living history’, LARP etc.) popular demands not satisfied by academia, or foreshadow a conceptual transition as part of the digital revolution. Time will tell – if this will still be possible, then. 
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