将文本冒险游戏作为遍历文学的一种形式

Rodica Gotca
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引用次数: 0

摘要

在本文中,我们将文本冒险游戏视为数字遍历文学的一种形式,概述了文本冒险游戏的一系列定义,并从文学研究的角度分析了不同类型游戏中的文本结构。我们将程序员W. Crowter和D. Woods的冒险文本游戏作为一种能够提供主观体验的超媒体创新形式呈现给大家,就像传统的叙事结构文学一样。E. Aarseth、K. Veale和O. Laas等人的研究分析了冒险文本游戏的结构模式,并将其分层(4个关卡)或系统化(核心和外壳)呈现出来,强调了这种遍历形式的文学特征。本文所分析的《毁灭战士》、《雷神之锤》和arg游戏都将游戏性和文学性完美结合。概述了冒险文本游戏的研究理念,即可以根据适用于文学文本的网格进行研究,并根据其遍历性特征进行改编。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The textual adventure game as a form of ergodic literature
In this article we present the textual adventure game as a form of digital ergodic literature, outlining a series of definitions for it and analyzing, from the perspective of the study of literature, the structure of texts in different types of games. We present the adventure text games of programmers W. Crowter and D. Woods, as an innovative form of hypermedia capable of providing subjective experiences, as do traditional narrative structures called literature. The studies of E. Aarseth, K. Veale, O. Laas, etc., analyze the structural patterns of adventure text games and present them stratified (in 4 levels) or systematized (core and shells), emphasizing the literary character of this ergodic form. The games analyzed in this article, DOOM, Quake, ARGs, harmoniously combine playfulness and literature. Is outlined the idea that the study of the adventure text game is possible according to the grids applied to literary texts, to which an adaptation is necessary according to its ergodic character.
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