太空旅行:《废墟》(2011)和《萨克拉门托》(2016)中的环境遭遇故事

Jenna Ng , Richard Carter
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引用次数: 0

摘要

本文将探讨故事是如何从探索性虚拟环境中产生的,特别是在所谓的“漫游游戏”或更广为人知的“行走模拟器”的背景下。受到环境叙事(Jenkins 2004)和“环境文学”(Dovey 2016a;Dovey 2016 b;Abba, Dovey和Pullinger 2021),我们提出了一个概念化的故事,我们称之为“环境遭遇”。在行走模拟器的案例中,我们认为这些遭遇是与作品的虚拟环境的接触,用户通过视角、运动和环境设计的三项式框架感知到这些虚拟环境。我们通过仔细阅读两个互动媒体辅导文本《废墟》(2011)和《萨克拉门托》(2016)中与虚拟环境的视听互动来说明这种故事遭遇。在思考对构思故事的概念空间的另一种理解时,我们也考虑了当代互动叙事在意义制造、情感条件和体验唤起方面的丰富性和潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Wayfaring in space: Story as environmental encounters in Ruins (2011) and Sacramento (2016)

This article considers how story arises out of exploratory virtual environments, specifically in the context of so-called “wandering games,” or more popularly known as “walking simulators.” Inspired by scholarship on environmental storytelling (Jenkins 2004) and “ambient literature,” (Dovey 2016a; Dovey 2016b; Abba, Dovey and Pullinger 2021) we present a conceptualisation of story out of what we call “environmental encounters.” In the case of walking simulators, we argue that these encounters are engagements with the works’ virtual environments as perceived by the user through a trinomial framework of perspective, movement and environmental design. We illustrate such encounters for story through close readings of audiovisual engagement with virtual environments in two interactive media tutor texts, Ruins (2011) and Sacramento (2016). In thinking about alternative understanding of the conceptual spaces in which to conceive story, we also contemplate the richness and potential of contemporary interactive storytelling for meaning-making, affective conditions and experiential evocation.

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