“守护者所做的一切都是规范”:玩家对《命运》中规范的理解

Q1 Social Sciences
Bjarke Alexander Larsen, Elin Carstensdottir
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引用次数: 0

摘要

长期性游戏(游戏邦注:即持续的、实时的游戏)的叙事体验是围绕着玩家社区展开的。这些游戏呈现的是一种支离破碎的故事叙述形式,这便需要玩家社区去决定什么才是故事的一部分;或者什么被认为是“正典”。什么是经典是一个问题,谁和什么故事是被允许的,什么是被允许的。因此,了解长期游戏的玩家如何理解什么是经典,什么不是经典是很重要的。本文采用混合方法研究《命运2》玩家的在线调查(N=118)和访谈(N=15),目的是了解玩家认为经典的事件及其原因。研究结果表明,虽然作者身份和传统游戏故事元素被视为经典,但仍然存在分歧,特别是当故事叙述方法变得非传统时。玩家可以提供一些微妙的观点来解释为什么一个事件是经典的,或者不是经典的,但他们并不总是同意。这些结果可以帮助设计师理解他们的决定如何影响社区对经典性的讨论,以及他们的游戏属性如何帮助创造让玩家在作品中看到自己的体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“Anything a Guardian Does Is Canonical”: Player Understanding of Canon in Destiny
The narrative experience of perennial games---ongoing, live games---revolves around the community that plays it. These games serve a fractured form of storytelling, which leaves it to the community to determine what counts as part of the story; or what is considered “canon”. What is canon is a question of who and what the story is allowed to be about, and what is allowed to be in it. Therefore, it is important to understand how players of perennial games understand what is canon and what is not. This paper presents a mixed methods study of an online survey (N=118) and interviews (N=15) of players of the game Destiny 2, with the goal of understanding what events players consider canon and why. The findings indicate that while authorship and conventional game story elements are considered canon, there is still disagreement, especially as the storytelling methods become non-conventional. Players can provide nuanced viewpoints on why an event is or is not canon, and they do not always agree. These results can help designers understand how their decisions influence the community discussions of canonicity, and how properties of their game can help create experiences that lets players see themselves in the work.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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