《Mindwheel》和《Psychonauts》的游戏机制、心理机制和“内在空间”探索

IF 2.4 2区 文学 Q1 COMMUNICATION
Robert L. Mayo
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引用次数: 0

摘要

Robert Pinsky的《Mindwheel》(1984)和Tim Schafer的《Psychonauts》(2005)在玩家界面和有趣的机制方面是不同的游戏,但两者都参与了“内在空间”的创作传统,这始于科幻文学,将人类的思想比喻为一个可以探索和互动的物理空间。本文将探讨每款游戏如何对这一传统做出贡献,并特别关注每款游戏的机制如何在玩家与游戏的互动中形成对抗或合作的基调,以及这如何产生不同形式的内部空间探索。本文还借鉴了Lakoff和Johnson的“定向隐喻”概念(游戏邦注:这一概念在具体体验和各种传统表达中很常见),并分析了每款游戏的隐喻和叙事的连贯性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ludic Mechanics, Psychic Mechanisms and Explorations of “Inner Space” in Mindwheel and Psychonauts
Robert Pinsky's Mindwheel (1984) and Tim Schafer's Psychonauts (2005) are dissimilar games in terms of player interface and ludic mechanics, but both participate in the creative tradition of “inner space,” which begins in science fiction literature and depicts the human mind metaphorically as a physical space which can be explored and interacted with. This essay examines how each game contributes to this tradition, with particular attention to how the mechanics of each game develops an adversarial or cooperative tone to the player's interaction with the game, and how this produces different forms of inner space exploration. This essay also draws on Lakoff's and Johnson's concept of “orientational metaphors” which are familiar from embodied experience and various conventional expressions, and examines how coherent each game's metaphors and narratives are.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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