游戏、超文本和意义

Noah Wardrip-Fruin
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摘要

游戏似乎可以处理几乎任何主题。有些版本的《大富翁》和《俄罗斯方块》似乎单独就涉及了从流行音乐、钓鲈鱼、性到大规模谋杀、奴隶制和掠夺性房地产开发的各种主题。然而,除了最后一款游戏外,这些游戏的实际玩法与预期主题并不一致。那么游戏可以有意义地处理哪些话题呢?游戏解决主题的一种有效方法是,让可玩模型与预期主题产生共鸣。《大富翁》实际上就是这类游戏的一个例子,其可玩的房地产开发模式抄袭了一款批判资本主义资源方式的游戏。《毁灭战士》也是如此,其可玩的战斗和空间模型与其“死亡游记”主题相匹配。任何可玩模型的基础都是一套操作逻辑,它将交流和计算与游戏机会结合在一起。(《大富翁》的房地产模型包括资源、模式匹配和机会逻辑。)电子游戏所依赖的逻辑词汇量相对较少。这限制了可玩模式的可用性,这是那些寻求通过游戏b[2]有意义地表达个人、文化和政治主题的人所面临的挑战。然而,一个明显的反例是链接逻辑。超文本链接的交流作用是足够灵活的,它可以用来处理广泛的主题。然而,连接逻辑的灵活性将系统使用的负担推给了游戏开发者,这本身就产生了限制。加强电子游戏研究和超文本研究社区之间的联系可能是解决这一问题的途径。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Games, Hypertext, and Meaning
It might seem that games can address almost any topic. There are versions of Monopoly and Tetris that, alone, seem to address subjects ranging from pop music, bass fishing, and sex to mass murder, slavery, and predatory real estate development. Yet for all but the last of these, the actual play of these games is at odds with the intended theme. So what topics can games meaningfully address? One powerful way that games can address topics is by having playable models that resonate with their intended themes. Monopoly is actually an example of such a game, with a playable model of real estate development ripped off from a game intended as a critique of capitalism's approach to resources. So is the less philosophical DOOM, with playable models of combat and space that match its "death travelogue" theme. The foundation of any playable model is a set of operational logics, which combine communication and computation with opportunities for play. (Monopoly's real estate model includes resource, pattern matching, and chance logics.) Video games depend on a relatively small vocabulary of such logics [1]. This restricts the playable models available, which is a challenge faced by those seeking to meaningfully address personal, cultural, and political topics through games [2]. One conspicuous counter-example, however, is the linking logic. The communicative role of the hypertext link is flexible enough that it can be used to address a wide range of topics. Yet the very flexibility of linking logics pushes the burden of systemic use onto game developers, which itself produces limits. Greater connection between video game research and hypertext research communities could be a path to address this.
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