模拟现实主义-尝试记忆游戏

Q3 Arts and Humanities
Konrad Wojnowski
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引用次数: 0

摘要

在本文中,我将描述一种在电子游戏中处理过去的特定方式,即设置在历史时期,但同时故意破坏其虚拟世界的真实性。通过分析《刺客信条》(育碧,2007年)和《使命召唤:黑色行动》(动视,2010年)这两款巨作,我介绍并定义了“模拟现实主义”的概念。这两款游戏都属于最畅销的游戏系列,它们都有一些有趣的特点:它们都与历史地点、事件和人物有关,基于阴谋论建立反事实叙事,最重要的是,它们表现出许多形式上的相似性。与大多数AAA级游戏一样,《刺客信条》和《黑色行动》都想让玩家沉浸在虚拟现实中,为此,它们将界面自然化为现实不可或缺的元素。然而,在模拟的自然化过程中,过去的客观性变得不可想象。在我的考虑中,我将这个问题置于两种背景下:1)受数字技术传播影响的感知现实的文化和认知转变;(2) vilsamufluser对计算对人类知识影响的预测。根据弗卢瑟的传播理论,历史——作为一种特殊的人类知识——产生于写作,而写作总是线性的和参考的。因此,文学文化的危机导致了新的美学和表现形式的出现,它们的数字起源决定了理解现实的新方式。随着历史被永恒的后历史所取代,现实主义的美学传统也被数字等效物所取代。根据Flusser的理论,我认为我们应该反思将过去呈现为模拟的认识论结果,特别是如果我们考虑到许多玩家都认为像《刺客信条》这样的游戏可以成为学习历史的绝佳工具。我发现这样的陈述是有问题的,如果我们考虑到基于事实的历史话语与模拟现实主义的美学是完全不相容的,模拟现实主义不会唤起对客观现实的幻觉。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Simulational Realism—Playing as Trying to Remember
Summary In this text, I describe a specific way of addressing the past in video games which are set in historical times but at the same time deliberately undermine the facticity of their virtual worlds. By grounding my argument in analyses of two blockbuster productions—Assassin’s Creed (Ubisoft, 2007) and Call of Duty: Black Ops (Activision, 2010)—I introduce and define the notion of “simulational realism”. Both games belong to best-selling franchises and share an interesting set of features: they relate to historical places, events, and figures, establish counter-factual narratives based around conspiracy theories, and—most importantly—display many formal similarities. Like most AAA games, Assassin’s Creed and Black Ops intend to immerse the player in the virtual reality and, for this purpose, they naturalize their interfaces as integral elements of reality. However, in the process of naturalizing simulation, objectivity of the past becomes unthinkable. In my considerations, I situate this problem in two contexts: 1) of a cultural and epistemic shift in perceiving reality which was influenced by dissemination of digital technologies; 2) Vilém Flusser’s prognosis on the effects of computation on human knowledge. According to Flusser’s theory of communication, history—as a specific kind of human knowledge—emerged out of writing that was always linear and referential. Consequently, the crisis of literary culture resulted in the emergence of new aesthetics and forms of representations which—given their digital origin—dictate new ways of understanding reality. As history is now being substituted by timeless post-history, aesthetic conventions of realism are also transformed and replaced by digital equivalents. Following Flusser’s theory, I assert that we should reflect on the epistemological consequences of presenting the past as simulation, especially if we consider the belief shared by many players that games like Assassin’s Creed can be great tools for learning history. I find such statements problematic, if we consider that the historical discourse, grounded on fact, is completely incompatible with the aesthetics of sim-realism which evokes no illusion of objective reality.
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来源期刊
Art History and Criticism
Art History and Criticism Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.30
自引率
0.00%
发文量
7
审稿时长
24 weeks
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