Otwarty świat i narracja rozproszona w grze Elden Ring studia FromSoftware

Q4 Arts and Humanities Images (Poland) Pub Date : 2023-07-03 DOI:10.14746/i.2023.33.42.15
Krzysztof M. Maj
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Abstract

The article Open World and Dispersed Narrative in FromSoftware’s “Elden Ring” tackles a number of design issues associated with open world design in video games. Building upon Tim Ingold’s dis- crepancy of two distinct modes of exploring the reality (wayfaring and trail-following), the author proceeds with analysing how the categories in question might have influenced the design of Elden Ring’s ‘The Lands Between’, which is torn between two different ambitions. One is to create a high fantasy narrative in allotopia, whilst the other is to sustain the principles of procedural rhetoric typical for soulsborne games, well-known for leaning towards a dark fantasy design style both in terms of their aesthetics and narrative content. Consequently, the main goal of this analysis is to propose a potential way of avoiding such inconsequence in open world game design, which is termed here a “ludotopian dissonance”.
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FromSoftware的文章《Elden Ring》中的开放世界和分散叙事解决了许多与电子游戏中的开放世界设计相关的设计问题。基于蒂姆·英戈尔德(Tim Ingold)对两种不同的探索现实模式(徒步旅行和跟随小径)的差异,作者继续分析了所讨论的类别如何影响了埃尔登环(Elden Ring)的“之间的土地”(the Lands Between)的设计,这是两种不同的野心之间的分歧。一种是在allotopia中创造高幻想叙事,而另一种则是维持《灵魂之源》中典型的程序修辞原则,即在美学和叙事内容上都倾向于黑暗幻想设计风格。因此,本文分析的主要目标是提出一种在开放世界游戏设计中避免这种不合理现象的潜在方法,即所谓的“乌托邦不和谐”。
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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Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
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