开放世界电子游戏:游戏叙事分析模型的建议

IF 1.2 Q3 COMMUNICATION
Rubén García Moreno
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引用次数: 2

摘要

开放世界电子游戏在过去几年变得非常流行,因为它们提供了全新的叙事技巧,而不是传统的线性游戏,所以它们成为了设计电子游戏体验的一种现代方式。其滑稽的提议是基于广阔的可通过的空间,由人工智能控制的角色居住,并大量使用环境叙事,使其创作者能够探索新的叙事形式。目前的工作旨在为开放世界电子游戏的科学研究提出一种新的分析模型,将其视为游戏叙事结构。这项工作是基于第一批研究这类电子游戏的学术研究人员的科学理论,但它也基于那些将自己的部分职业生涯奉献给设计这类游戏的创造者的愿景。最后,通过在开放世界电子游戏《死亡搁浅》上实施分析模型,并对结果进行讨论,完成了这项工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Videojuegos de mundo abierto: propuesta de un modelo de análisis ludonarrativo
Open-world videogames have become popular in the last years, establishing themselves as a modern way of designing videogame experiences as they offer new narrative techniques, alternative to other traditional linear ones. Its ludic proposal is based on wide passable spaces, inhabited by characters controlled by artificial intelligence, and an intensive use of environmental narration that allows its creators to explore new narrative forms. The present work aims at proposing a new model of analysis for the scientific study of open-world videogames, considering them as ludonarrative constructions. This work is grounded on scientific theories of the first academic researchers that have approached these types of videogames, but it is also based on the vision from the creators who have dedicated part of their career to designing them. Lastly, this work is completed with an implementation of the analysis model on Death Stranding, an open-world videogame, and a discussion of the results.
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来源期刊
Index Comunicacion
Index Comunicacion COMMUNICATION-
CiteScore
1.60
自引率
12.50%
发文量
28
审稿时长
8 weeks
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