There Is No Immersion: Critical Intervention through Hypermediacy in Metagames

Sarah Thorne
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引用次数: 2

Abstract

In 2020, Draw Me a Pixel released There Is No Game, a game that playfully engages with the concept of the metagame and its varied meanings to examine the relationship between developers, games, and their audiences. The game has much in common with other metagames released during the boom and bust cycle of the indie game market in terms of its themes and playful attitude toward its players. Like many of these games, it features an antagonistic narrator, who, upon launching the game, announces that there is no game. The concept of a game resistant to play has become a recurring theme in many metagames that critique industry pressures, trends, and players’ playful resistance to designed experiences. This article examines There Is No Game’s use of hypermediacy (as a feature of both its narrative and design) to deliver its critique of the industry, while offering insight into its own development. More than simply breaking the fourth-wall, hypermediacy becomes the instigator for critical reflection and is used to highlight the challenges faced by indie developers and the material conditions in which games are made. Yet, unlike its predecessors that share this critique, There Is No Game offers an optimistic perspective on the future of the industry.
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没有沉浸感:元游戏中通过超媒介的关键干预
2020年,《Draw Me a Pixel》发行了《There Is No Game》,这款游戏有趣地融入了元游戏的概念及其各种含义,以检验开发者、游戏和用户之间的关系。从主题和对待玩家的态度来看,这款游戏与其他在独立游戏市场繁荣和萧条周期中发行的元游戏有很多共同之处。与许多这类游戏一样,它也有一个敌对的叙述者,他在启动游戏时宣布不存在游戏。抵制游戏的概念已经成为许多元游戏中反复出现的主题,这些元游戏批评了行业压力、趋势以及玩家对设计体验的有趣抵制。本文将分析《There Is No Game》对超媒介性的使用(作为其叙述和设计的一个特征),以此来表达其对行业的批评,同时提供其自身发展的见解。超媒介不仅仅是打破第四堵墙,它还成为批判性反思的发起者,并被用来强调独立开发者所面临的挑战和制作游戏的物质条件。然而,与之前的作品不同的是,《There Is No Game》对游戏行业的未来持乐观态度。
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