ChoiceScript和开发人员介导的自我管理

IF 0.7 Q3 COMMUNICATION
Antranig Sarian
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引用次数: 1

摘要

本文着眼于使用ChoiceScript创作工具创造的游戏如何创造一种情境,即让玩家使用隐藏在代码中的开发者假设去构建自我意识。有些互动叙述使用统计数据(也称为“对齐系统”)来跟踪玩家的选择,并将其保存为“Good”,“Humanity”或“Booksmarts”等角色描述的形式。ChoiceScript是一个创作工具,旨在鼓励创建基于文本的交互式叙述,这些叙述主要围绕这些统计数据和“显示统计”页面的突出显示。本文将探讨有多少ChoiceScript游戏使用程序推理将开发者的假设嵌入到它们的状态中。许多ChoiceScript游戏也有一个让人想起流行文化个性测试的结构。这两个元素——程序推理推理和流行文化人格测试结构——结合在一起,产生了一种开发者介导的自我管理体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
ChoiceScript and developer-mediated self-curation
This article looks at how games created with the ChoiceScript authoring tool create a situation in which players construct a sense of self using the developer’s assumptions hidden within the code. Some interactive narratives use statistics (also called ‘alignment systems’) to keep track of player choices, saving them in the form of character descriptions such as ‘Good’, ‘Humanity’ or ‘Booksmarts’. ChoiceScript is an authoring tool designed to encourage the creation of text-based interactive narratives that heavily revolve around such stats and the prominent display of a ‘Show Stats’ page. This article explores how many ChoiceScript games use the procedural enthymeme to embed the developer’s assumptions into their stats. Many ChoiceScript games also have a structure that is evocative of pop culture personality tests. These two elements – the procedural enthymeme and a pop culture personality test structure – combine to generate an experience of developer-mediated self-curation.
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CiteScore
1.10
自引率
25.00%
发文量
8
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