Prolonging the Magic: The political economy of the 7th generation console game

D. Nieborg
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引用次数: 16

Abstract

This paper draws on critical political economic theory to discuss the implications of the dominant mode of production and circulation of “Triple-A” or blockbuster console games. It is argued that the seventh generation Triple-A game is a highly standardized cultural commodity giving way to two distinctive "formatting strategies", which taken together, draw attention to the console game’s hybrid nature; being a physical, disc-based artefact that is digitally extended via DLC (downloadable content). This hybridity invites questions as to the commodity form's techno-economic particularities vis-à-vis publishing strategies of non-software based cultural commodities, such as movies and TV series.   The popular Call of Duty series of first person shooters serves as case study to demonstrate how game publisher Activision Blizzard not only formalized and institutionalized the annualization of the serialization strategy, the publisher also upped the ante in terms of post-launch content, theorized as "branched serialization". The Call of Duty series demonstrates that the rules of play for Triple-A games are as much governed by a game's internal ludic properties as they are structured and alternated by a distinctive and very explicit market logic. In this sense, the Triple-A game never seems truly finished; it is marketed by game publishers and positioned by critics as an unfinished commodity.
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延长魔法:第七代主机游戏的政治经济
本文利用批判的政治经济学理论来讨论“aaa”或大片主机游戏的主导生产和流通模式的影响。有人认为,第七代aaa级游戏是一种高度标准化的文化商品,让位于两种独特的“格式策略”,这两种策略结合在一起,让人们注意到主机游戏的混合性质;通过DLC(可下载内容)进行数字扩展的物理、基于磁盘的人工制品。这种混杂性引发了关于商品形式的技术经济特殊性的问题,如-à-vis非基于软件的文化商品,如电影和电视剧的出版策略。大受欢迎的第一人称射击游戏《使命召唤》系列便是一个典型的例子,它向我们展示了游戏发行商动视暴雪不仅是如何将连编策略的年度化正规化并制度化,同时还在发行后内容上加大了投入,即理论上的“分支连编”。《使命召唤》系列表明,aaa级游戏的玩法规则不仅受到游戏内部有趣属性的支配,还受到独特而明确的市场逻辑的结构和交替影响。从这个意义上说,aaa级游戏似乎永远不会真正结束;游戏发行商将其定位为未完成的商品。
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