Animating for Interactivity: The Walk Cycles of Prince of Persia (1989) and Ninja Gaiden (1988)

IF 0.3 2区 艺术学 0 FILM, RADIO, TELEVISION Animation-An Interdisciplinary Journal Pub Date : 2023-07-01 DOI:10.1177/17468477231182910
Byron Fong
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Abstract

This article uses the walk cycle to simultaneously place movement in video games within the history of animation, and to show how the walk cycle has been adapted for the video game medium. Dating back to the pre-cinematic toys of the 19th century, the walk cycle is an animation technique that depicts a character’s walking animation as a self-contained, reusable loop. Video games import this technique into a new context with different affordances. A comparative analysis of the video games Prince of Persia (1989) and Ninja Gaiden (1988) explores different methods of implementing the walk cycle and reveals a trade-off between verisimilitude of movement and responsiveness to user input. Prince of Persia’s walk cycle, inspired by full cel animation, foregrounds fluid movement, while Ninja Gaiden utilizes limited animation techniques to prioritize responsiveness. Thus, this article argues that interactivity becomes a site of tension between movement and responsiveness, with video games drawing on older forms of animation to negotiate this tension.
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交互性动画:《波斯王子》(1989)和《忍者龙剑传》(1988)的行走周期
本文使用步行循环将电子游戏中的动作同时置于动画的历史中,并展示步行循环是如何适应电子游戏媒体的。行走循环可以追溯到19世纪电影前的玩具,它是一种动画技术,将角色的行走动画描绘成一个独立的、可重复使用的循环。电子游戏将这种技术引入到一个具有不同启示的新环境中。对电子游戏《波斯王子》(1989)和《忍者盖登》(1988)的比较分析探讨了实现步行周期的不同方法,并揭示了动作逼真性和对用户输入的响应性之间的权衡。波斯王子的步行周期受到全cel动画的启发,突出了流畅的运动,而忍者盖登则利用有限的动画技术来优先考虑响应能力。因此,这篇文章认为,互动成为动作和反应之间紧张的场所,电子游戏利用旧形式的动画来解决这种紧张关系。
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来源期刊
Animation-An Interdisciplinary Journal
Animation-An Interdisciplinary Journal FILM, RADIO, TELEVISION-
CiteScore
0.70
自引率
25.00%
发文量
19
期刊介绍: Especially since the digital shift, animation is increasingly pervasive and implemented in many ways in many disciplines. Animation: An Interdisciplinary Journal provides the first cohesive, international peer-reviewed publishing platform for animation that unites contributions from a wide range of research agendas and creative practice. The journal"s scope is very comprehensive, yet its focus is clear and simple. The journal addresses all animation made using all known (and yet to be developed) techniques - from 16th century optical devices to contemporary digital media - revealing its implications on other forms of time-based media expression past, present and future.
期刊最新文献
Balloon Sinuplasty: Our Experience. Between Art and Propaganda: The Rise of Polish Animation 1946–1956 Animation of Experiment: The Science Education Film and Useful Animation in China The Classical Animated Documentary and Its Contemporary Evolution Implausible Possibility: Freedom and Realism in Live-Action/Animated Gag Comedies
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