声音游戏世界中的声音干扰:《巫师3:狂猎》、《晶体管》和《神性:原罪2》中的女性艺人

The Soundtrack Pub Date : 2020-08-01 DOI:10.1386/ts_00006_1
Jennifer Smith
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引用次数: 0

摘要

声音作为干扰并不是一个新概念。语音的插入会对话语、人际关系和生活方式造成干扰。在电子游戏中,声音可以通过对话和表演破坏玩家进程、玩法和角色关系。女性艺人经常通过她作为叙事空间前沿表演者的独特性来破坏游戏的听觉空间,用歌曲来讲述自己的故事。电子游戏《巫师3:狂猎》(2015年)、《晶体管》(2014年)和《神界原罪2》(2017年)都使用了叙事女性艺人的声音来破坏电子游戏的连续性。这些案例研究将表演视为对游戏玩法的破坏,这对于故事和角色的发展以及玩家对游戏音乐意义的理解都是非常重要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Vocal disruptions in the aural game world: The female entertainer in The Witcher 3: Wild Hunt, Transistor and Divinity: Original Sin II
The voice as disruption is not a new concept. Disruptions to discourses, relationships and lifestyles can be caused by the insertion of the voice. In video games, voices can be disruptive to player progressions, gameplay and character relationships through dialogue and performances. The female entertainer frequently disrupts the aural space of a game through her uniqueness as a performer at the forefront of the diegetic space, using song to tell her own story. The video games The Witcher 3: Wild Hunt (2015), Transistor (2014) and Divinity Original Sin II (2017) use diegetic female entertainer voices to disrupt the video game’s continuity. These case studies consider performance as disruption to gameplay, which is significant for the growth of the story and its characters, alongside the player’s understanding of the game’s musical meanings.
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