20世纪90年代至2010年代叙事动作游戏的技术特点是它们在数字艺术背景下发展的一个因素

I. Pecheranskyi
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 The methodology of the research is accordingly conditioned by the interdisciplinary and techno-cultural nature of the subject of study that has an influence on the choice of toolkit among the components of which are: firstly, reductionist theory and the principle of technological determinism, which help to reveal the role of computer technology in improving game mechanics and shaping the an artistic-expressive means inherent in action games; secondly, narrative analysis that helps to understand the connection of the aesthetic effect with the unique narrative form of video games, which makes it possible to synergize the interactive and artistic-staging parts; and, thirdly, philosophical approach in its connection with the art historical analysis, thanks to the cooperation of which it becomes possible to apply game and phenomenological principles as elements of the above analysis to reveal the specifics of the artistic-virtual space of action games, which is close to interactive fiction and animated films in its aesthetic characteristics.
 The results. It was pointed out that in the 1990s – 2010s narrative video games thanks to technical progress made a “breakthrough” in the development of an artistic-expressive system. On the examples of “Wolfenstein 3D”, “Quake”, “Half-life”, “Half-Life 2”, “Doom 3”, “Fahrenheit”, “Crysis” and “Heavy Rain” it was proved that the development of action video games in the pointed period was supposed to solve the problem of conventionality (“animation”) of the image through technological innovations that reduced unrealism and increased its expressiveness. The key role in this played such an aesthetic constant as Narrative Space. It was found out that the technological evolution of action games as a genre of digital art was accompanied by the emergence of non-linear artistic and ontological patterns and the acceleration of the dynamics of the development of the game space.
 The scientific novelty. For the first time in the article an attempt was made to analyze the technical peculiarities of the action games of the 1990s – 2010s as a factor in their development in the context of digital art and interactive non-linear narrative.
 The practical significance. The obtained results can be applied in the modernization of programs for the professional training of multimedia directors, sound directors, animators, and other specialties in higher education institutions. The materials of the work are of the practical value for researchers in the field of theory and history of art, modern screen culture and audio-visual synthesis, and can be used in the development of educational and methodological manuals and lecture courses devoted to computer games and interactive programs.","PeriodicalId":33223,"journal":{"name":"Kul''tura Ukrayini","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Technical peculiarities of the narrative action games of the 1990s – 2010s as a factor of their development in the context of digital art\",\"authors\":\"I. Pecheranskyi\",\"doi\":\"10.31516/2410-5325.081.02\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The purpose of the article is to reveal and analyze the technical peculiarities of the narrative action games of the 1990s – 2010s as a factor of their development in the context of digital art.
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引用次数: 0

摘要

本文旨在揭示和分析20世纪90年代至2010年代叙事动作游戏的技术特点,并以此作为其在数字艺术背景下发展的一个因素。 因此,研究方法受到研究主题的跨学科和技术文化性质的制约,这对工具包的选择产生了影响,其中包括:首先,还原论理论和技术决定论原则,这有助于揭示计算机技术在改进游戏机制和塑造动作游戏固有的艺术表现手段方面的作用;其次,叙事分析有助于理解电子游戏独特的叙事形式与美学效果之间的联系,这使得互动和艺术舞台部分得以协同;第三,与艺术史分析相联系的哲学方法,正是由于这种合作,才有可能将游戏和现象学原则作为上述分析的元素来揭示动作游戏的艺术虚拟空间的细节,这在美学特征上与互动小说和动画电影很接近。 结果。有人指出,在20世纪90年代至2010年代,由于技术进步,叙事电子游戏在艺术表现系统的发展方面取得了“突破”。以《Wolfenstein 3D》、《Quake》、《Half-life》、《Half-life 2》、《Doom 3》、《Fahrenheit》、《孤岛危机》、《骤雨》为例,证明了动作电子游戏在特定时期的发展应该通过技术创新来解决图像的常规(“动画”)问题,减少非真实感,增加表现力。其中的关键作用是叙事空间这一美学常量。我们发现动作游戏作为一种数字艺术类型的技术进化伴随着非线性艺术和本体论模式的出现以及游戏空间动态发展的加速。 科学的新奇。本文首次尝试分析20世纪90年代至2010年代动作游戏的技术特点,并将其作为数字艺术和互动非线性叙事背景下的发展因素。 现实意义。所获得的成果可应用于高等教育机构多媒体导演、声音导演、动画师和其他专业专业培训的现代化计划。该作品的材料对理论和艺术史、现代屏幕文化和视听合成领域的研究人员具有实用价值,并可用于开发教育和方法手册以及专门针对电脑游戏和互动节目的讲座课程。
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Technical peculiarities of the narrative action games of the 1990s – 2010s as a factor of their development in the context of digital art
The purpose of the article is to reveal and analyze the technical peculiarities of the narrative action games of the 1990s – 2010s as a factor of their development in the context of digital art. The methodology of the research is accordingly conditioned by the interdisciplinary and techno-cultural nature of the subject of study that has an influence on the choice of toolkit among the components of which are: firstly, reductionist theory and the principle of technological determinism, which help to reveal the role of computer technology in improving game mechanics and shaping the an artistic-expressive means inherent in action games; secondly, narrative analysis that helps to understand the connection of the aesthetic effect with the unique narrative form of video games, which makes it possible to synergize the interactive and artistic-staging parts; and, thirdly, philosophical approach in its connection with the art historical analysis, thanks to the cooperation of which it becomes possible to apply game and phenomenological principles as elements of the above analysis to reveal the specifics of the artistic-virtual space of action games, which is close to interactive fiction and animated films in its aesthetic characteristics. The results. It was pointed out that in the 1990s – 2010s narrative video games thanks to technical progress made a “breakthrough” in the development of an artistic-expressive system. On the examples of “Wolfenstein 3D”, “Quake”, “Half-life”, “Half-Life 2”, “Doom 3”, “Fahrenheit”, “Crysis” and “Heavy Rain” it was proved that the development of action video games in the pointed period was supposed to solve the problem of conventionality (“animation”) of the image through technological innovations that reduced unrealism and increased its expressiveness. The key role in this played such an aesthetic constant as Narrative Space. It was found out that the technological evolution of action games as a genre of digital art was accompanied by the emergence of non-linear artistic and ontological patterns and the acceleration of the dynamics of the development of the game space. The scientific novelty. For the first time in the article an attempt was made to analyze the technical peculiarities of the action games of the 1990s – 2010s as a factor in their development in the context of digital art and interactive non-linear narrative. The practical significance. The obtained results can be applied in the modernization of programs for the professional training of multimedia directors, sound directors, animators, and other specialties in higher education institutions. The materials of the work are of the practical value for researchers in the field of theory and history of art, modern screen culture and audio-visual synthesis, and can be used in the development of educational and methodological manuals and lecture courses devoted to computer games and interactive programs.
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