叙述基础:在持久游戏世界中物化和管理突发叙述

Viktor Gustafsson, Benjamin Holme, W. Mackay
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引用次数: 7

摘要

在现代大型多人在线角色扮演游戏中,玩家通过精心设计的故事情节前进,但对游戏没有真正的影响,因为只有他们的角色数据,而不是游戏环境存在。尽管早期的游戏通过持续改变世界来支持玩家的影响,但它们依赖于玩家形成自己故事的能力,缺乏对角色进程的引导。我们将探索持续性和叙事突现如何让我们基于玩家的影响而不是限制它。我们进行了四项研究,发现玩家非常重视第一次和独特的事件,并且经常将他们的体验外化到网络上进行合作和社交,但无意中也破坏了游戏玩法的某些方面。我们介绍了叙事基质,这是一个设计游戏架构的理论框架,它代表、管理和保留玩家活动的痕迹,作为独特的互动内容。为了说明和测试这一理论,我们开发了游戏《we Ride》,并将其作为为期一年的两阶段技术探索进行部署。我们指出了我们的方法的主要优势和挑战,并认为将意外叙述具体化为创造真正的互动游戏提供了新的设计机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds
Players in modern Massively Multiplayer Online Role-Playing Games progress through ambitiously designed narratives, but have no real influence on the game, since only their characters’ data, not the game environment, persists. Although earlier games supported player influence by persisting changes in the world, they relied on players’ capacity to form their own stories and lacked guidance for character progression. We explore how persistence and narrative emergence let us build upon players’ influence rather than restrict it. We ran four studies and found that players highly value first-time and unique events, and often externalize their experiences to the Web to collaborate and socialize, but unintentionally also disrupt some aspects of in-game play. We introduce Narrative Substrates, a theoretical framework for designing game architectures that represent, manage, and persist traces of player activity as unique, interactive content. To illustrate and test the theory, we developed the game We Ride and deployed it as a two-phase technology probe over one year. We identify key benefits and challenges of our approach, and argue that reification of emergent narratives offers new design opportunities for creating truly interactive games.
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