O strukturze świata w narracyjnych grach wideo

Q4 Arts and Humanities Images (Poland) Pub Date : 2021-06-15 DOI:10.14746/i.2021.38.03
Krzysztof M. Maj
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Abstract

The article On the structure of gameworld in narrative video games proposes to introduce the term ‘ludotopia’ to Polish game studies in order to further compartmentalise the structure of video gameworld. Having reflected on the consequences of so-called world-centered turn in contemporary digital humanities, the author proceeds to defining archetypal structures that compose realities designed for the purposes of narrative video games, namely: locations and clusters of locations, the latter divided further into biomes and anthromes. The hierarchy introduced thereby is presented as an alternative for already influential (though, arguably, in transmedial world-building studies rather than game studies) trichotomy of mythos, topos, and ethos, as defined by Lisbeth Klastrup and Susana Tosca. In the end, the article cross-references the new structural hierarchy of ludotopographical components with a matrix of popular fantastic settings, seeking to delineate possible similarities between ludotopias and allotopias that would inform both game scholars and game designers on the ways of rapid prototyping of aesthetically diverse imaginary worlds.
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《On叙述电子游戏中的游戏世界结构》一文建议在波兰游戏研究中引入“ludotopia”一词,以便进一步划分电子游戏世界的结构。在反思了当代数字人文学科中所谓的“以世界为中心的转变”的后果之后,作者继续定义了为叙事电子游戏目的而设计的现实原型结构,即:地点和地点集群,后者进一步分为生物群落和人类群落。由此引入的层次结构是对Lisbeth Klastrup和Susana Tosca所定义的神话、主题和精神的三分法的一种替代,这种三分法已经很有影响力了(尽管可以说是在跨媒介世界构建研究中,而不是游戏研究中)。最后,本文将ludotopias组件的新结构层级与流行的幻想场景矩阵进行交叉引用,试图描绘ludotopias与allotopias之间可能存在的相似之处,从而为游戏学者和游戏设计师提供快速构建美学多样化想象世界原型的方法。
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Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
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