播放(国际)电影:《决战》和Beat - em - up类型电影中象征资本的中介性和挪用

Pierantonio Zanotti
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This canon consisted of texts produced within the same medium (i.e. other video games, mostly of Japanese production) but also drew from an intermedial corpus. In its design and narrative tropes, Final Fight inherited and incorporated a number of elements from Hollywood action cinema that had been translated into the newer digital medium of video game. To trace a history of the beat ’em up genre from its origins to Final Fight, I address in this paper questions on three levels. On the intertextual level, what are the textual antecedents of Final Fight? What were the formal and stylistic conditions of possibility for this game within the history of the genre and the medium? What are the game’s intermedial connections, especially with films? To answer these questions, I trace a tentative genealogy, focusing on the narrative and representational elements of the game. Specifically, I examine storylines, characters and settings and their relationship with the structural properties of beat ’em up gameplay. On the “(v)ideological” (Gottschalk 1995) level, what value systems are put into play in a classic beat ’em up game? In what ways are the player’s choices axiologised? What conduct is rewarded or sanctioned? Which actions can the player’s avatar perform, and for which purposes? In what contemporary discursive formations did Final Fight participate as a textual device for the actualisation of ideologically non-neutral fictional conduct? I attempt to map the value system inscribed in this video game genre that, in turn, articulates it as a game (i.e. as a system of stakes, rules, sanctions, and rewards). On the historical level, what were the industrial and commercial conditions entailed in the production of a game such as Final Fight? To the (actual or virtual) satisfaction of what demands, both material and symbolic, was it designed? Answering these questions calls for an analysis of the so-called “context,” which I consider to be a historical and social meta-narrative. In this respect, my research mostly focuses geographically and historically on the Japanese video game market of the 1980s and its transnational connections. Starting with the (mainly cinematic) dissemination of transnational imaginaries of “street violence” and “vigilantism” against the background of large, modern American cities during the 1970s and 1980s, I attempt to show that Final Fight is an instance of the incorporation of these imaginaries into video games. More generally, I argue that, with various degrees of success, the classic beat ’em up games produced in Japan carried out a function of symbolic appropriation and redistribution at a local level as they remediated a cinematic textual canon (which was, for a significant part, of foreign origin) into the video game medium. As video games, these texts shifted the focus of this appropriation from spectatorship to the forms of active agency prescribed in gameplay. The player thus appropriated control not only on a character in a game but also of an entire cinematic canon which, in the Japanese context, appeared rich in symbolic capital and marked by “American-ness.” The movies that inspired the classic beat ’em up came from Hollywood, one of the “Greenwich Meridians” (Casanova 2004) in the global cultural industry during the 1970s and 1980s, likely the last decades of what some scholars have called “the era of high Americanization” (Iwabuchi 2002). 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In what contemporary discursive formations did Final Fight participate as a textual device for the actualisation of ideologically non-neutral fictional conduct? I attempt to map the value system inscribed in this video game genre that, in turn, articulates it as a game (i.e. as a system of stakes, rules, sanctions, and rewards). On the historical level, what were the industrial and commercial conditions entailed in the production of a game such as Final Fight? To the (actual or virtual) satisfaction of what demands, both material and symbolic, was it designed? Answering these questions calls for an analysis of the so-called “context,” which I consider to be a historical and social meta-narrative. In this respect, my research mostly focuses geographically and historically on the Japanese video game market of the 1980s and its transnational connections. 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引用次数: 0

摘要

《Final Fight》(Capcom 1989)是电子游戏类型的一个著名例子,通常被称为“beat ' em up”或“brawler”,这是一种动作游戏,玩家角色必须在非武装战斗或近战武器中与大量敌人战斗。横版打斗游戏类型在20世纪80年代末和90年代初达到了其全球受欢迎程度的顶峰,这一时期有时被称为该类型的“黄金时代”。《Final Fight》以现代城市为背景,故事情节围绕着三位英雄展开,他们试图从犯罪团伙手中救出一名年轻女子。尽管《Final Fight》可能是这一类型中最具影响力的游戏之一,但它并不是独立的beat - em - up类型:它是在特定的(尽管是最近的)文本传统和经典背景下产生的。这一经典包含在同一媒介(游戏邦注:如其他电子游戏,主要是日本制作)中产生的文本,但也来自于一个中间语料库。在设计和叙事手法上,《Final Fight》继承并融合了好莱坞动作电影的许多元素,并将其转化为电子游戏这一较新的数字媒体。为了追溯从起源到《Final Fight》的beat - em - up类型的历史,我将在本文中从三个层面提出问题。在互文层面上,《Final Fight》的文本前因是什么?在题材和媒体的历史中,这款游戏的形式和风格条件是什么?游戏的中间联系是什么,尤其是与电影的联系?为了回答这些问题,我追溯了一个试探性的谱系,专注于游戏的叙事和代表性元素。具体来说,我研究了故事情节、角色和背景,以及它们与打斗游戏玩法结构属性的关系。在“(v)意识形态”(Gottschalk 1995)的层面上,在经典的打斗游戏中会植入什么样的价值系统?玩家的选择以何种方式体现?什么行为会受到奖励或惩罚?玩家的角色可以执行哪些动作,出于何种目的?在什么样的当代话语形态中,《最后的战斗》作为一种文本手段参与了意识形态上非中立的虚构行为的实现?我试图描绘出这种电子游戏类型所包含的价值系统,并将其作为一种游戏(游戏邦注:即赌注、规则、制裁和奖励系统)表达出来。从历史的角度来看,《Final Fight》等游戏的制作需要什么样的工业和商业条件?它的设计是为了满足(实际的或虚拟的)物质和象征上的什么要求?回答这些问题需要对所谓的“语境”进行分析,我认为这是一种历史和社会的元叙事。在这方面,我的研究主要集中于20世纪80年代的日本电子游戏市场及其跨国联系。从(主要是电影)传播的“街头暴力”和“治安维持主义”的跨国想象开始,以20世纪70年代和80年代的大型现代美国城市为背景,我试图表明《Final Fight》是将这些想象融入电子游戏的一个例子。更一般地说,我认为,日本制作的经典打斗游戏在不同程度上取得了成功,它们在地方层面上执行了象征性的挪用和再分配功能,因为它们将电影文本经典(很大一部分来自外国)修复到电子游戏媒体中。作为电子游戏,这些文本将这种挪用的焦点从旁观转移到玩法中规定的主动代理形式。因此,玩家不仅可以控制游戏中的角色,还可以控制整个电影标准,在日本背景下,这些标准似乎具有丰富的象征资本和“美国性”。经典的打击乐电影来自好莱坞,是20世纪70年代和80年代全球文化产业的“格林威治子午线”(Casanova 2004)之一,可能是一些学者所谓的“高度美国化时代”的最后几十年(Iwabuchi 2002)。换句话说,电子游戏是日本文化产业的一部分,它成功地借用了好莱坞产品的象征资本,使这些日本游戏超越了日本国内市场的边界,在“西方”大受欢迎。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Playing the (International) Movie: Intermediality and the Appropriation of Symbolic Capital in Final Fight and the Beat ’em up Genre
Final Fight (Capcom 1989) is a famous example of a video game genre generally known as “beat ’em up” or “brawler,” a type of action game where the player character must fight a large number of enemies in unarmed combat or with melee weapons. The side-scrolling beat ’em up genre reached the peak of its global popularity in the late 1980s and early 1990s, a period sometimes referred to as the genre’s “golden age.” Set in a contemporary, urban setting, Final Fight has a storyline that revolves around three playable heroes who attempt to rescue a young woman from the clutches of a criminal gang. Although likely the most influential and among the best games in this genre, Final Fight did not found the beat ’em up genre by itself: it was produced within the context of a specific, albeit recent, textual tradition and canon. This canon consisted of texts produced within the same medium (i.e. other video games, mostly of Japanese production) but also drew from an intermedial corpus. In its design and narrative tropes, Final Fight inherited and incorporated a number of elements from Hollywood action cinema that had been translated into the newer digital medium of video game. To trace a history of the beat ’em up genre from its origins to Final Fight, I address in this paper questions on three levels. On the intertextual level, what are the textual antecedents of Final Fight? What were the formal and stylistic conditions of possibility for this game within the history of the genre and the medium? What are the game’s intermedial connections, especially with films? To answer these questions, I trace a tentative genealogy, focusing on the narrative and representational elements of the game. Specifically, I examine storylines, characters and settings and their relationship with the structural properties of beat ’em up gameplay. On the “(v)ideological” (Gottschalk 1995) level, what value systems are put into play in a classic beat ’em up game? In what ways are the player’s choices axiologised? What conduct is rewarded or sanctioned? Which actions can the player’s avatar perform, and for which purposes? In what contemporary discursive formations did Final Fight participate as a textual device for the actualisation of ideologically non-neutral fictional conduct? I attempt to map the value system inscribed in this video game genre that, in turn, articulates it as a game (i.e. as a system of stakes, rules, sanctions, and rewards). On the historical level, what were the industrial and commercial conditions entailed in the production of a game such as Final Fight? To the (actual or virtual) satisfaction of what demands, both material and symbolic, was it designed? Answering these questions calls for an analysis of the so-called “context,” which I consider to be a historical and social meta-narrative. In this respect, my research mostly focuses geographically and historically on the Japanese video game market of the 1980s and its transnational connections. Starting with the (mainly cinematic) dissemination of transnational imaginaries of “street violence” and “vigilantism” against the background of large, modern American cities during the 1970s and 1980s, I attempt to show that Final Fight is an instance of the incorporation of these imaginaries into video games. More generally, I argue that, with various degrees of success, the classic beat ’em up games produced in Japan carried out a function of symbolic appropriation and redistribution at a local level as they remediated a cinematic textual canon (which was, for a significant part, of foreign origin) into the video game medium. As video games, these texts shifted the focus of this appropriation from spectatorship to the forms of active agency prescribed in gameplay. The player thus appropriated control not only on a character in a game but also of an entire cinematic canon which, in the Japanese context, appeared rich in symbolic capital and marked by “American-ness.” The movies that inspired the classic beat ’em up came from Hollywood, one of the “Greenwich Meridians” (Casanova 2004) in the global cultural industry during the 1970s and 1980s, likely the last decades of what some scholars have called “the era of high Americanization” (Iwabuchi 2002). Video games were, in other words, the means by which a portion of the Japanese cultural industry could so successfully appropriate the symbolic capital of Hollywood products that these Japanese games transcended the borders of the Japanese national market and became big hits in the “West.”
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