重写规则,改变世界:《The Magic Circle》的叙事和搞笑形式

IF 0.1 3区 文学 0 LITERARY THEORY & CRITICISM
Theresa Krampe
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引用次数: 0

摘要

除了meta - epses、寓言或突兀的叙述者等跨媒介技术外,当代电子游戏还使用特定媒介形式(包括游戏规则、机制或界面)来创造meta - ference。同样,元指游戏似乎不仅关注其虚构性问题,还对自己的技术基础设施和数字文化的嵌入性表现出特别的兴趣。在本文中,我将提出一种分析电子游戏中的元参照的系统方法,将游戏世界和游戏系统作为元参照产生的两个主要交流层加以区分。在独立元游戏《the Magic Circle》的案例研究中,我展示了游戏独特的元参照风格是我所谓的叙事和搞笑形式的元参照之间相互作用的结果,它们分别产生于游戏世界和游戏系统的层面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Rewriting rules, changing worlds: Diegetic and ludic forms of metareference in The Magic Circle
Abstract In addition to transmedial techniques such as metalepses, allegories, or obtrusive narrators, contemporary videogames also use medium-specific forms, including game rules, mechanics, or interfaces, to create metareference. Similarly, metareferential games seem not only concerned with questions of their fictionality but show particular interest in their own technological infrastructure and embeddedness in digital culture. In this article, I propose a systematic approach to analysing metareference in videogames, distinguishing between the gameworld and the game system as the two main layers of communication from which metareference emerges. In a case study of the indie metagame The Magic Circle (Question 2015), I show that the game’s distinctive metareferential style is the result of interactions between what I call diegetic and ludic forms of metareference, and which are produced at the level of the gameworld and the game system, respectively.
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