{"title":"人机交互美学:Hello Games《无人深空》的生成文本","authors":"Justin Carpenter","doi":"10.1080/20539320.2022.2150464","DOIUrl":null,"url":null,"abstract":"ABSTRACT Generative design is the artistic practice where an artist uses external systems (rules, algorithms, organic processes) to complete an artwork. Commonly utilized in video game design, generative design suggests an aesthetics of human-machine interaction, as machine decision-making partially shapes the experience of the player. In generative games, then, the relationship between designer, system, and audience dynamically shapes the conception, production, and reception of the game as a text. The interaction between designer, system, and audience unfolds in three ways. Firstly, by applying generative methods, the designer is explicitly de-centered, instead creating an environment in which systems somewhat-autonomously interact with entities. Secondly, generative games frame players as both entities within the game-world and agents from outside of it. Thirdly, generative games produce unexpected or emergent outcomes. Emergence is a product of the tension between decisions made by designer, system, and player(s). In essence, generative games produce novel worlds into which players are thrown, forcing them to learn to dwell within them. As Gianni Vattimo argues in Art’s Claim to Truth, in such artworks where “the hermeneutic circle is conceived in more existentialist terms, the act of interpretation is dramatized” (85). Further analysis of the interpretive drama found in games which utilize generative methods, especially as these texts continue to pervade popular culture and daily life, can unpack theories of intentionality, presence, and creativity in modern digital contexts. To elaborate these theories, I examine generative methods found in Hello Games’s No Man’s Sky. 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引用次数: 0
摘要
生成设计是艺术家使用外部系统(规则、算法、有机过程)来完成艺术作品的艺术实践。生成设计通常用于电子游戏设计,它暗示了人机交互的美学,因为机器决策部分地塑造了玩家的体验。在生成式游戏中,设计师、系统和用户之间的关系动态地塑造了游戏作为文本的概念、制作和接受。设计师、系统和用户之间的互动以三种方式展开。首先,通过应用生成方法,设计师明确地去中心化,而不是创造一个系统在某种程度上自主地与实体交互的环境。其次,生成游戏将玩家既视为游戏世界中的实体,也视为游戏世界之外的代理。第三,生成游戏产生意想不到的或突发的结果。突发性是设计师、系统和玩家所做决定之间的紧张关系的产物。从本质上讲,生成游戏创造了全新的世界,玩家被抛入其中,迫使他们学会融入其中。正如詹尼·瓦蒂莫(Gianni Vattimo)在《艺术对真理的主张》(Art’s Claim to Truth)中所说的那样,在这样的艺术作品中,“解释学的循环是用更存在主义的术语来构思的,解释的行为是戏剧化的”(85)。进一步分析使用生成方法的游戏中的解释性戏剧,特别是当这些文本继续渗透到流行文化和日常生活中时,可以揭示现代数字环境中的意向性、存在和创造力理论。为了阐述这些理论,我研究了Hello Games的《无人深空》中的生成方法。在这款游戏中,设计师、文本和玩家之间的关系产生了带有文本主观体验的意外叙述,这表明人机交互具有内在的过程性和关联性。
The Aesthetics of Human-Machine Interaction: Generative Textuality in Hello Games’s No Man’s Sky
ABSTRACT Generative design is the artistic practice where an artist uses external systems (rules, algorithms, organic processes) to complete an artwork. Commonly utilized in video game design, generative design suggests an aesthetics of human-machine interaction, as machine decision-making partially shapes the experience of the player. In generative games, then, the relationship between designer, system, and audience dynamically shapes the conception, production, and reception of the game as a text. The interaction between designer, system, and audience unfolds in three ways. Firstly, by applying generative methods, the designer is explicitly de-centered, instead creating an environment in which systems somewhat-autonomously interact with entities. Secondly, generative games frame players as both entities within the game-world and agents from outside of it. Thirdly, generative games produce unexpected or emergent outcomes. Emergence is a product of the tension between decisions made by designer, system, and player(s). In essence, generative games produce novel worlds into which players are thrown, forcing them to learn to dwell within them. As Gianni Vattimo argues in Art’s Claim to Truth, in such artworks where “the hermeneutic circle is conceived in more existentialist terms, the act of interpretation is dramatized” (85). Further analysis of the interpretive drama found in games which utilize generative methods, especially as these texts continue to pervade popular culture and daily life, can unpack theories of intentionality, presence, and creativity in modern digital contexts. To elaborate these theories, I examine generative methods found in Hello Games’s No Man’s Sky. In this game the relationship between designer, text, and player produces emergent narratives with each subjective experience of the text, suggesting that human-machine interaction is inherently processual and relational.