REACTIVE GAMES AS AN EXAMPLE OF EXTENSIVE USE OF EVOCATIVE NARRATIVE ELEMENTS IN DIGITAL GAMES: THE CASES OF DWARF FORTRESS AND RIMWORLD

Miłosz Markocki
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引用次数: 2

Abstract

There are many types of digital games – some focus more on new gameplay mechanics while others focus more on new ways to tell and deliver their stories. Some games, in their goal of creating more engaging narratives, push the environmental storytelling and evocative narrative elements to their limits, allowing for a unique emergent narrative experience for players. Consequently, players now recognize a specific type of game, call - ing them, “reactive games”, in which the events and story of the gameworld occur without the need for the input of the player, who instead must react to the events and problems the game sends their way. This article presents two examples of reactive games which create a unique gameplay experience by exploiting the limits of environmental storytelling, evocative narrative elements, and emergent narrative: Dwarf Fortress and RimWorld .
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反应性游戏是在数字游戏中广泛使用唤起性叙事元素的一个例子:《矮人要塞》和《rimworld》
数字游戏有很多种类型——有些更注重新的游戏机制,而另一些则更注重讲述和传递故事的新方法。有些游戏的目标是创造更吸引人的叙述,将环境故事和令人回味的叙述元素推向极限,为玩家提供独特的突发叙述体验。因此,玩家现在认识到一种特定类型的游戏,称之为“反应性游戏”,在这种游戏中,游戏世界的事件和故事不需要玩家的输入就会发生,玩家必须对游戏发送给他们的事件和问题做出反应。本文将呈现两款反应性游戏的例子,即《Dwarf Fortress》和《RimWorld》,这两款游戏通过利用环境故事叙述、令人回味的叙事元素和突发叙事的局限性来创造独特的游戏体验。
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