How to Define a Genre: A Lacanian-marxist Case Study of the NES Platform Game

N. Skare
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Abstract

This article’s purpose is to define the NES platform game as a specific genre through a materialist approach. Discarding both inductive and deductive ways, we select two games that can be said to be extreme translations of the genre and thus derive the concept from their analysis: the games are Super Mario Bros. 3 (SMB3) and Mega Man 2 (MM2). This article develops concepts from our materialist framework, notably the Lacanian Borromean knot and derived semiotics, and our own definition of narrative as a symbolic predication of the Real. After analyzing our games and establishing a model, we relate SMB3 to identification and MM2 to recognition, and define the NES “platformers” as games where there is at least one metaphorical non-jump button.
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如何定义游戏类型:以NES平台游戏为例
本文的目的是通过唯物主义的方法将NES平台游戏定义为一种特定类型。抛弃归纳和演绎的方法,我们选择了两款可以说是该类型的极端翻译的游戏,从而从他们的分析中获得概念:这两款游戏是《超级马里奥兄弟3》(SMB3)和《洛克人2》(MM2)。本文从我们的唯物主义框架中发展概念,特别是拉康的博罗米安结和衍生的符号学,以及我们自己对叙事的定义,作为对现实的象征性预测。在分析我们的游戏并建立模型后,我们将SMB3与识别联系起来,将MM2与识别联系起来,并将NES“平台游戏”定义为至少有一个隐喻性的非跳跃按钮的游戏。
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