{"title":"世界要浪漫欧洲浪漫主义在影剧模拟游戏中的取景","authors":"Katja Aller","doi":"10.23963/cnp.2023.8.1.3","DOIUrl":null,"url":null,"abstract":"This essay specifies how a sub-genre of the digital adventure game – the so-called walking simulator – reproduces and reflects ideas, motifs, and (narrative) structures of European Romanticism. The goal here is to draw attention to the genre’s potential for the academic discussion, analysis, and teaching of Romantic theories and patterns. To achieve this, I provide an introductory overview on the history of the walking simulator with emphasis on the early experimental games Explorer, The Forest, and LSD: Dream Emulator. An analysis of Dear Ether’s landscape design and narrative structure serves as access point into the discussion of how the Romantic ideas of 1. the sublime, 2. the silent poetry of nature, and 3. The Freudian Uncanny as well as the storytelling techniques of 1. synesthesia, 2. (reflective and meditative) walking, 3. fragmented narratives, and 4. (romantic) self-referentiality have been used in different walking simulators (such as Proteus, What Remains of Edith Finch, Gone Home, and The Beginners Guide) to tell (spatial) stories about emotions, identity, individuality. Walking simulators subvert traditional expectations towards digital games and, through their use of Romantic storytelling techniques, have changed the discourse about digital games as not only entertainment but a form of art.","PeriodicalId":34863,"journal":{"name":"Colloquium","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Die (Spiel-)Welt muss romantisiert werden! – Die Rezeption europäischer Romantik in Walking Simulator-Games\",\"authors\":\"Katja Aller\",\"doi\":\"10.23963/cnp.2023.8.1.3\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This essay specifies how a sub-genre of the digital adventure game – the so-called walking simulator – reproduces and reflects ideas, motifs, and (narrative) structures of European Romanticism. The goal here is to draw attention to the genre’s potential for the academic discussion, analysis, and teaching of Romantic theories and patterns. To achieve this, I provide an introductory overview on the history of the walking simulator with emphasis on the early experimental games Explorer, The Forest, and LSD: Dream Emulator. An analysis of Dear Ether’s landscape design and narrative structure serves as access point into the discussion of how the Romantic ideas of 1. the sublime, 2. the silent poetry of nature, and 3. The Freudian Uncanny as well as the storytelling techniques of 1. synesthesia, 2. (reflective and meditative) walking, 3. fragmented narratives, and 4. (romantic) self-referentiality have been used in different walking simulators (such as Proteus, What Remains of Edith Finch, Gone Home, and The Beginners Guide) to tell (spatial) stories about emotions, identity, individuality. Walking simulators subvert traditional expectations towards digital games and, through their use of Romantic storytelling techniques, have changed the discourse about digital games as not only entertainment but a form of art.\",\"PeriodicalId\":34863,\"journal\":{\"name\":\"Colloquium\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Colloquium\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.23963/cnp.2023.8.1.3\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Colloquium","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23963/cnp.2023.8.1.3","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本文详细阐述了数字冒险游戏的子类型——所谓的行走模拟器——是如何再现和反映欧洲浪漫主义的理念、主题和(叙事)结构的。这里的目标是引起人们对这一流派在浪漫主义理论和模式的学术讨论、分析和教学中的潜力的关注。为了实现这一点,我将介绍行走模拟器的历史,重点介绍早期的实验游戏Explorer, the Forest和LSD: Dream Emulator。通过对《亲爱的以太》的景观设计和叙事结构的分析,我们可以探讨《1》的浪漫主义思想是如何形成的。2.崇高;2 .大自然无声的诗;《弗洛伊德的神秘》以及《1》的讲故事技巧。联觉,2。(沉思和冥想)散步;4.支离破碎的叙述;(浪漫的)自我指涉性在不同的行走模拟器(如《Proteus》、《What Remains of Edith Finch》、《Gone Home》和《The Beginners Guide》)中被用来讲述关于情感、身份和个性的(空间)故事。行走模拟器颠覆了人们对数字游戏的传统期望,通过使用浪漫的故事叙述技巧,改变了关于数字游戏不仅是娱乐,而且是一种艺术形式的说法。
Die (Spiel-)Welt muss romantisiert werden! – Die Rezeption europäischer Romantik in Walking Simulator-Games
This essay specifies how a sub-genre of the digital adventure game – the so-called walking simulator – reproduces and reflects ideas, motifs, and (narrative) structures of European Romanticism. The goal here is to draw attention to the genre’s potential for the academic discussion, analysis, and teaching of Romantic theories and patterns. To achieve this, I provide an introductory overview on the history of the walking simulator with emphasis on the early experimental games Explorer, The Forest, and LSD: Dream Emulator. An analysis of Dear Ether’s landscape design and narrative structure serves as access point into the discussion of how the Romantic ideas of 1. the sublime, 2. the silent poetry of nature, and 3. The Freudian Uncanny as well as the storytelling techniques of 1. synesthesia, 2. (reflective and meditative) walking, 3. fragmented narratives, and 4. (romantic) self-referentiality have been used in different walking simulators (such as Proteus, What Remains of Edith Finch, Gone Home, and The Beginners Guide) to tell (spatial) stories about emotions, identity, individuality. Walking simulators subvert traditional expectations towards digital games and, through their use of Romantic storytelling techniques, have changed the discourse about digital games as not only entertainment but a form of art.