让玩家成为侦探

B. Larsen, Henrik Schoenau-Fog
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引用次数: 1

摘要

长期以来,游戏中的侦探故事一直是游戏的灵感来源和背景,乍一看,它确实是一个合适的题材,因为它有明确的期望、规则和依赖于揭露过去的故事类型。奇怪的是,直到最近,大多数侦探游戏都遵循着更传统的冒险游戏结构,很少强调玩家行动中的实际调查,而是让玩家更多地充当情节的代理人。然而,近年来,许多游戏都倾向于改变这种平衡,并将大部分侦探工作推给玩家自己,让他们在游戏过程中慢慢揭开一个不可思议的谜团,并在他们的脑海中破译犯罪故事。本文将调查其中的一些游戏,并与传统侦探故事的文献进行比较,以了解侦探游戏如何成为一种不同类型的侦探故事,这对于理解我们如何让玩家成为侦探而不是侦探的观察者至关重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Making the Player the Detective
Detective stories in games have long been a heavily used inspiration source and setting for games, and it is indeed a fitting genre at first glance with its clearly defined set of expectations, rules, and type of storytelling relying on uncovering the past. It is curious then, that until recently, most detective games have followed a more traditional adventure game structure, with little emphasis on actual investigation in the player’s actions, but where the player more acts as a proxy for the plot to follow its course. However, in recent years, a number of games have shown a tendency to shift this balance, and push the bulk of the detective work onto the players themselves, to leave them with an inscrutable mystery to slowly uncover over the course of the game, to decipher the story of the crime in their mind. This paper will investigate a few of these games as well as compare with literature on traditional detective stories to understand how detective games have typically been a different type of detective story all together, which is crucial to understanding how we can make the player the detective instead of an observer of a detective.
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