电子游戏对象的游戏:当我们将像素视为对象而非图像时的最小理论

Jesper Juul
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引用次数: 3

摘要

在展望未来的时候,我们忽略了眼前的事情。随着新技术,触觉,渲染,虚拟现实,我们花了很多精力讨论沉浸感和存在感,有时考虑当前的技术,但通常是假设的完美体验或未来的完美技术。在这一点上,我们已经忘记了一些相当基本的东西:我们首先是如何决定将屏幕上的一组像素视为我们可以访问的对象,而不是作为一个对象的图片?本文通过一篇可玩文章探讨了这个问题。一开始,我们可能会认为我们可以将任何互动的东西识别为对象,但可玩的文章表明,这是更复杂和实用的,这种识别有三个步骤-将像素识别为对象而不是图片,将对象推断为特定类型的对象(如球),并将其识别为对象类型的真实实例(如计算器)。我的结论是,我们识别对象时并不使用一般的属性列表(如“交互性”或“物理性”),而是使用隐式规则,这些规则取决于我们所考虑的对象类型,以及我们在给定时间内尝试做的事情。我列出了9条这样的暂定规则。最后,电子游戏世界有很多种,从许多游戏引擎的默认3D世界到社交世界。通过检查用于创造游戏的Unity3D引擎,我认为游戏世界并不是基于自下而上的世界模拟而设计的,而是基于人类类别而设计的。在这个框架内,我们与电子游戏对象的关系是务实的,当像素对我们的目标和计划有帮助时,我们会接受像素作为对象。
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The Game of Video Game Objects: A Minimal Theory of when we see Pixels as Objects rather than Pictures
While looking to the future, we have overlooked what is right before us. With new technology, haptics, rendering, virtual reality, we have spent much energy discussing immersion and presence, thinking sometimes about current technology, but often about hypothetical perfect experiences or future perfect technology. In this, we have forgotten something rather fundamental: How do we in the first place decide to see a group of pixels on a screen as an object to which we have access, rather than as a picture of an object? This paper explores this question through a playable essay. At first, we may think that we will identify anything interactive as an object, but the playable essay demonstrates that this is much more complex and pragmatic, and that this identification has three steps – identifying pixels as an object rather than a picture, reasoning about the object as a specific type of object (such as a ball), and identifying it as a real instance of a type of object (such as a calculator). I conclude that we identify objects not with a general list of properties (like “being interactive” or “physical”), but on implicit rules that we use depending on the type of object we are considering, and on what we are trying to do at a given time. I identify nine such tentative rules. Finally, there are many kinds of video game worlds, from the default 3D worlds of many game engines to social worlds. Examining the Unity3D engine used to create the game, I argue that game worlds are fundamentally not designed as bottom-up simulations of a world, but are deliberately implemented in human categories, and that we understand them as such. Within that frame, our relation to video game objects is pragmatic, and we will accept pixels as objects when it is helpful to our goals and plans.
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