Permadeath: A review of literature

Amra Copcic, Sophie McKenzie, Mitchell Hobbs
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引用次数: 11

Abstract

This paper explores existing literature concerning permadeath - the permanent in-game death of a playable character. Research concerning the depiction of death in video games is extensive; however research on the underlying concept of death within the magic circle of a game is scarce. Furthermore, although controversial, permadeath more closely connects with the original death concept than general in-game death as it adopts finality, a key characteristic of death. This is significant when we consider successful video games which have delved into deeper philosophical ideas and the realm of art; a deeper exploration of death, and dying, is within the capabilities of the maturing game industry, and may pave the way for unique in-game (death) experiences. To gain a better understanding of the nature of permadeath this paper draws together existing literature, highlights the difficulty of defining permadeath and death's meaning beyond penalty, identifies two approaches to permadeath, and suggests a holistic, interdisciplinary approach in future research.
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Permadeath:文学评论
本文探讨了关于permadeath(游戏中可玩角色的永久死亡)的现有文献。关于电子游戏中死亡描述的研究非常广泛;然而,关于游戏魔法圈中潜在的死亡概念的研究却很少。此外,尽管存在争议,但比起游戏中的一般死亡,permadeath与最初的死亡概念更紧密地联系在一起,因为它采用了死亡的一个关键特征——终局性。这一点很重要,因为我们认为成功的电子游戏会深入探索哲学理念和艺术领域;对死亡和死亡进行更深入的探索是成熟的游戏产业的能力范围,并可能为独特的游戏内(死亡)体验铺平道路。为了更好地理解permadeath的本质,本文汇集了现有文献,强调了定义permadeath的难度和死亡在惩罚之外的意义,确定了永久死亡的两种方法,并建议在未来的研究中采用一种整体的、跨学科的方法。
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