叙事权威的游戏:《斯坦利寓言》中的颠覆性徘徊与不可靠叙事

IF 0.7 Q3 COMMUNICATION
Sarah E. Beyvers
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引用次数: 0

摘要

本文探讨了玩家在《斯坦利寓言》(2013)中的颠覆性漫游尝试如何使游戏的叙述变得不可靠,从而揭示了其对电子游戏中“代理”性质的评论。不可靠性使叙述行为本身凸显出来,并暴露出其操纵机制。《斯坦利寓言》的玩家可能会试图颠覆性地反驳画外音的叙述。然而,他们必须发现,即使叙述者的作者全知性和力量是一种幻觉,他们也无法脱离游戏所设定的预定路径。叙述者和玩家不断地为谁能讲述故事以及谁因此赢得叙事权威的游戏而争吵。颠覆性徘徊,正如本文所理论的那样,揭示了在游戏的设定结构中真正的玩家代理的不可能,并评论了玩家的运动和互动如何构成游戏叙事的一部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The game of narrative authority: Subversive wandering and unreliable narration in The Stanley Parable
This article explores how players’ attempts at subversive wandering in The Stanley Parable (2013) render the game’s narration unreliable and thus reveal its comments on the nature of ‘agency’ in video games. Unreliability brings the act of narration itself to the fore and exposes its mechanisms of manipulation. Players of The Stanley Parable may seek to contradict the voice-over narration subversively. They must find out, however, that, even though the narrator’s authorial omniscience and power are an illusion, they cannot break away from the predetermined path the game lays out. The narrator and the player are constantly fighting over who gets to tell the story and who therefore wins the game of narrative authority. Subversive wandering, as will be theorized in this article, exposes the impossibility of true player agency in the game’s set structure and comments on how player movement and interaction construct parts of a game’s narrative.
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CiteScore
1.10
自引率
25.00%
发文量
8
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