从救世主到殖民者:在《寂静岭2》和《寂静岭:起源》中操纵玩家的同理心

IF 0.1 4区 社会学 Q4 CULTURAL STUDIES
A. Nae
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引用次数: 0

摘要

生存恐怖是动作冒险类型的一个子类,其主要游戏设计特点由《黑暗中的孤独》(Infogrames,1992)和《生化危机》(Capcom,1996)确立。与旨在为玩家提供无缝游戏体验的传统游戏不同,《生存恐怖》通常采用一套机制,削弱可玩角色的能力,并对抗玩家试图实现游戏荒唐目标的行为。尽管最近的生存恐怖游戏采用了更为多样化的游戏设计,有时还有更强大的可玩角色,但早期的生存恐怖游很少偏离《生化危机》的模式。这些早期游戏,也被称为经典生存恐怖,有趣的是,它们挑战主流游戏设计规范的倾向在意识形态层面上是平行的,在意识形态层面,为了符合哥特式传统,它们挑战现有的权力结构。虽然在更明确的层面上,经典的生存恐怖游戏通常与父权制的性别权力关系展开较量,但对这一类型的更深入了解会发现,一些游戏对主流文化进行了更深远的批判。本文认为,经典的生存恐怖游戏《寂静岭2》(Team Silent,2001)和《寂静岭:起源》(Climax Studios,2007)传达了对动作冒险游戏中殖民主义游戏假设的后殖民批判。这些游戏提示玩家同情那些可玩角色,他们在游戏世界中的角色相当于对代表种族差异的实体实施殖民暴力。经过几个小时的游戏,游戏突出了可玩角色的不道德行为,并揭示了玩家在殖民暴力中的同谋。通过这种方式,他们提高了人们对游戏殖民层面的认识,并质疑动作游戏在服从军工娱乐综合体的过程中与犯罪之间的不安关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From Saviour to Colonial Perpetrator: Manipulating Player Empathy in Silent Hill 2 and Silent Hill: Origins
Survival horror is a subgenre of the action-adventure genre whose main game design features were established by Alone in the Dark (Infogrames, 1992) and Resident Evil (Capcom, 1996). Unlike more conventional games that aim to offer players a seamless gameplay experience, survival horror typically features a set of mechanics that enfeeble the playable character and work against the player’s attempt to achieve the game’s ludic goal. Although recent survival horror games feature a more heterogeneous game design and sometimes more powerful playable characters, early survival horror games rarely deviated from the Resident Evil formula. What is interesting about these early games, also referred to as classical survival horror, is that their propensity to defy the dominant game design norms is paralleled on an ideological level where, in keeping with the Gothic tradition, they challenge existing power structures. While on a more explicit level classical survival horror games usually contest patriarchal gender power relations, a deeper insight into the genre will reveal that some games provide a critique of the dominant culture that is more far-reaching. This article argues that the classical survival horror games Silent Hill 2 (Team Silent, 2001) and Silent Hill: Origins (Climax Studios, 2007) convey a postcolonial critique of the colonial assumptions of gameplay in action-adventure games. These games cue players to empathise with the playable characters whose agency in the game worlds they inhabit amounts to the perpetration of colonial violence against entities representing racial otherness. After several hours of gameplay, the games highlight the immorality of the playable character’s deeds and reveal the player’s complicity in colonial violence. This way, they raise awareness with respect to the colonial dimension of gameplay and question the uneasy relationship with perpetration that action games entertain in their subservience to the military-industrial-entertainment complex.
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来源期刊
Parallax
Parallax Multiple-
CiteScore
0.50
自引率
0.00%
发文量
0
期刊介绍: Founded in 1995, parallax has established an international reputation for bringing together outstanding new work in cultural studies, critical theory and philosophy. parallax publishes themed issues that aim to provoke exploratory, interdisciplinary thinking and response. Each issue of parallax provides a forum for a wide spectrum of perspectives on a topical question or concern. parallax will be of interest to those working in cultural studies, critical theory, cultural history, philosophy, gender studies, queer theory, post-colonial theory, English and comparative literature, aesthetics, art history and visual cultures.
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