Playing for Plot in the Lost and Portal Franchises

Jason Mittell
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引用次数: 15

Abstract

The rising prominence of transmedia storytelling in the digital era has helped to spur the intertwining of narrative and ludic media. In this presentation, I will discuss the way that gameplay and storytelling co-mingle in two very different franchises with both cult and mainstream appeal: the television series Lost and the game series Portal. While each privileges the typical form of their medium, with Lost emphasizing plot and Portal foregrounding play, looking at the cultural practices of each franchise’s “forensic fans” highlights how ludic and narrative pleasures are embedded within both media and their transmedia extensions. Contrasting the appeals encouraged by their transmedia extensions and the innovative practices embraced by fans highlights how both gameplay and storytelling can work together and potentially come into conflict within contemporary media environments.
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玩《迷失》和《传送门》系列的情节
在数字时代,跨媒体叙事的崛起促进了叙事和搞笑媒体的融合。在这篇演讲中,我将讨论两款不同的游戏中玩法和故事叙述的融合方式,这两款游戏都具有狂热和主流的吸引力:电视连续剧《迷失》和游戏系列《传送门》。虽然这两款游戏都强调其媒介的典型形式,《迷失》强调情节,《传送门》强调玩法,但看看这两款游戏的“法医粉丝”的文化实践,就会发现这两种媒体及其跨媒体扩展中都嵌入了搞笑和叙事的乐趣。通过对比它们的跨媒体扩展所鼓励的吸引力和粉丝所接受的创新实践,我们可以看到游戏玩法和故事叙述是如何在当代媒体环境中相互作用并产生冲突的。
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