盖亚游戏中的人类世时间性

Pub Date : 2020-11-16 DOI:10.1163/15685241-12341470
L. Beke
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引用次数: 2

摘要

本文将探讨新一代环境神游戏(或Gaia游戏)的潜力,即融入人类世时间性的矛盾动态,即模仿Nicolas Mirzoeff的人类世视觉概念。这篇文章特别强调了最近在上帝游戏中流行的一个比喻:从地图风格的界面转向使用整个地球的图像和模型。这一比喻标志着一种公开的、不断增长的——尽管我将指出,不完美的——与行星的接触:一种新兴的世界观,将地球视为一个世界生态,一个嵌入人类和非人类力量的世界观,同时呼吁重新关注关系的伦理和美学。与此同时,本文也注意到Gaia游戏中延续了一些通用的比喻和惯例,如科技树和扩张性游戏玩法。这篇文章试图理论化的Anthropocene时间性概念帮助我们思考生态关系与对扩张和进步的持续渴望之间的并置关系,这两者都在电子游戏中出现。
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Anthropocene Temporality in Gaia Games
This article explores the potential of a new generation of environmental god games, or Gaia games, to engage with the ambivalent dynamic of Anthropocene temporality, a concept modelled after Nicolas Mirzoeff’s notion of Anthropocene visuality. In particular, this article highlights a trope that has become popular in god games recently: the move from map-style interfaces to the use of whole Earth images and models. This trope signals an overt and growing—although as I shall point out, imperfect—engagement with planetarity: an emerging worldview that posits the planet as a world-ecology, one that imbeds both human and nonhuman forces while calling for a renewed attendance to the ethics and aesthetics of relationality. At the same time, this article also notes the perpetuation in Gaia games of generic tropes and conventions like the tech tree and expansionist gameplay. The notion of Anthropocene temporality that this article attempts to theorize helps us to think through the juxtaposition between ecological relationality and a continued desire for expansionism and progress, as both of these play out in videogames.
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