On the pseudo-open world and ludotopian dissonance: A curious case of Cyberpunk 2077

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2022-04-01 DOI:10.1386/jgvw_00051_1
Krzysztof M. Maj
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引用次数: 4

Abstract

The article proposes and discusses the term of ‘ludotopian dissonance’ in reference to flawed open-world design in computer role-playing games (cRPGs). Much like ludonarrative dissonance, this concept shall address a paradox of narrative credibility ‐ this time, however, narrowed to the gameworld itself rather than to gameplay or storyline. This case study of Cyberpunk 2077’s world-building is supplemented with reflection upon the idea of openness or ‘openworldlness’ (‘what makes a given imaginary world truly open? Is it possible? Or is it viable for video games?’), as well as with research on explorable imaginary worlds (predominantly from the angle of transmedial narratology and interdisciplinary world-building studies). The aim of the article is to reiterate the necessity of design worlds that do not only serve as a container for storytelling, but also provide the players with an inhabitable, performative ludotopia which does not produce any dissonances between the credible storyworld and incredulous gameworld.
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论伪开放世界和虚幻乌托邦的不和谐:《赛博朋克2077》的奇特案例
本文针对电脑角色扮演游戏(crpg)中存在缺陷的开放世界设计提出并讨论了“乌托邦失调”这一术语。就像游戏叙事的不和谐一样,这一概念将解决叙事可信度的悖论——然而,这一次,它将局限于游戏世界本身,而不是游戏玩法或故事情节。《赛博朋克2077》世界构建的案例研究补充了对开放性或“开放世界”理念的反思(“是什么让一个给定的想象世界真正开放?这可能吗?或者它是否适用于电子游戏?”),以及对可探索的想象世界的研究(主要是从跨媒介叙事学和跨学科世界构建研究的角度)。这篇文章的目的是重申设计世界的必要性,它不仅是故事叙述的容器,而且还为玩家提供了一个可居住的、可表演的虚拟乌托邦,不会在可信的故事世界和不可信的游戏世界之间产生任何不和谐。
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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