Play Don't Show—Video Game Companions

IF 0.5 2区 文学 0 LITERATURE NARRATIVE Pub Date : 2022-05-01 DOI:10.1353/nar.2022.0010
Ida Broni Christensen, Kristine Jørgensen
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引用次数: 0

Abstract

ABSTRACT:This article investigates the phenomenon of companion characters and how these figures have been employed within single-player, quest-based videogames. It does so by looking at how designers incorporate the roles and relationships between player-character and companion into the structural components of the game. The article argues that the player's ability to assert control over the companion figure through the assigned control scheme can be categorized into three different modes: direct, indirect, and linked control. In addition, it examines the haptic storytelling techniques that designers may use to convey the status and development of the relationship between the player-character and their companion(s), when the latter acts as a shared entity between the player and the game system. It concludes that by establishing the relationship between these characters on a haptic level, designers can introduce powerful emotional behaviours into a game's interactive phases.
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播放不显示--电子游戏伙伴
摘要:本文研究了陪伴角色的现象,以及这些角色是如何在单人、基于任务的电子游戏中使用的。它通过观察设计师如何将玩家角色和同伴之间的角色和关系融入游戏的结构组件中来做到这一点。文章认为,玩家通过指定的控制方案来控制同伴形象的能力可以分为三种不同的模式:直接控制、间接控制和联动控制。此外,它还考察了当玩家角色和同伴充当玩家和游戏系统之间的共享实体时,设计师可以用来传达玩家角色和他们的同伴之间关系的状态和发展的触觉讲故事技术。它的结论是,通过在触觉层面上建立这些角色之间的关系,设计师可以将强大的情感行为引入游戏的互动阶段。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
NARRATIVE
NARRATIVE LITERATURE-
CiteScore
1.10
自引率
0.00%
发文量
54
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