数字人文研究 ›› 2024, Vol. 4 ›› Issue (3): 104-114.

• 人文新知 • 上一篇    下一篇

电子游戏中的能动之物:规则与叙事的交织之所

  

  1. 陈鑫,华东师范大学国际汉语文化学院比较文学方向硕士研究生
  • 出版日期:2024-09-28 发布日期:2024-12-14

Things with Agency in Video Games: The Intertwinement of Rules and Narratives

  • Online:2024-09-28 Published:2024-12-14

摘要:

自著名的游戏学与叙事学之争以来,电子游戏的规则与叙事及其相互关系在游戏研究中一直是被反复讨论的主题。如今,电子游戏已成为最具影响力的数字文化产品之一。许多游戏开发商在努力提升游戏可玩性的同时,也更加自觉地追求卓越的叙事。在这种背景下,最重要的问题不再是电子游戏的本质是规则还是叙事,而是游戏中的规则与叙事之间的关系是什么,以及如何更好地将二者结合在一起。结合阿尔弗雷德·盖尔及其他后人类主义者对物的能动性的思考,从游戏中的物的角度重新审视规则与叙事的关系,有助于深化对这一问题的理解。电子游戏中的物可以分为不同类型,有些与小说和电影等传统媒介中的物一样是虚构的,有些则遵循一定的规则,是模拟或真实的。规则赋予了后一类物更强的能动性,为创造一种新型互动叙事提供了可能,也为其他同样强调互动性的数字文化产品提供了一条值得探索的路径。同时,从能动性的角度出发还能看到,与传统书籍的作者相比,数字文本的设计者规划读者(玩家)行为的手段更加丰富;阅读超文本的人、玩游戏的人从来不比阅读的人更自由。

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Abstract:

Since the renowned debate between ludology and narratology, the rules and narratives of games, as well as their interrelationship, have been recurrent themes in games studies. Today, games have emerged as one of the most influential digital cultural products. Many game developers, while striving to enhance the playability of games, are also consciously pursuing exceptional narratives. In this context, the most critical question is no longer whether video games are fundamentally about rules or narratives, but rather what the relationship between rules and narratives in games is and how they can be better integrated. By incorporating Alfred Gell and other post-humanist, re-examining the relationship between rules and narratives from the perspective of things in games can deepen our understanding of this is sue. Things in video games can be categorized into different types; some are fictional, akin to those in traditional media such as novels and films, while others follow certain rules and are simulated or real. Rules endow the latter type of things with stronger agency, providing the possibility for creating a new form of interactive narrative and offering a path worth exploring for other digital cultural products that also emphasize interactivity. At the same time, it can be seen that the designer of a digital text has more and more specific means of planning the behavior of the readers (players) than the author of a traditional books, and that the person who reads the hypertext or plays the game is never freer than the person who reads traditional books.

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