巨型地下城媒体复杂性模型

Paolo Berti
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引用次数: 0

摘要

本文旨在提出 "巨型地牢 "的图解结构,以此作为一种隐喻,来表现当前媒体情景的复杂性、相互关联性和多层次性,包括其活跃的分支,如新媒体艺术和数字人文。地牢的概念自 20 世纪 70 年代起被成功引入角色扮演游戏领域。通常,地牢指的是由走廊、隧道、房间和密室组成的复杂的多层迷宫。地牢的本质是理论上无限的平面图,游戏设计者已经学会了通过算法来制作这些平面图:当它们的大小超过一定的界限时,它们就被称为巨型地牢。在本文中,我提出巨型地下城是一种富有成效的拓扑模型,它利用分层结构、迷宫式探索、游戏衍生语法以及与计算领域的亲和力等共同特征,将数字媒体的不同社会技术方面交织在一起。此外,文章还提出了与类似表现模型的比较,挑战过时的制图隐喻,并探讨了新媒体与垂直性和分层概念之间的具体联系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Megadungeon: A Model for Media Complexity
The essay aims to propose the diagrammatic structure of the megadungeon as a metaphor to represent the complexity, interconnectedness, and multi-layered nature of the current media scenario, including its active branches such as new media art and Digital Humanities. The reference is drawn from the concept of the dungeon, which has been successfully introduced into the realm of role-playing games since the 1970s. Conventionally, a dungeon refers to a complex, multi-level maze of corridors, tunnels, rooms, and hidden chambers. The nature of dungeons is to be theoretically infinite floor plans that game designers have learned to produce algorithmically: when they cross a certain size threshold, they are known as megadungeons. In this article, I propose the megadungeon as a productive topological model that intersects different sociotechnical aspects of digital media, drawing on shared characteristics such as a layered structure, labyrinthine exploration, game-derived grammar, and an affinity with computational domain. Additionally, the essay proposes comparisons with similar representation models that challenge outdated cartographic metaphors and addresses specific connections between new media and the concepts of verticality and stratification
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