作为互动电影的视频游戏--新视角

Sofia Figueiredo, Catarina Carneiro de Sousa
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引用次数: 0

摘要

自(非互动)电影的雏形出现以来,人们就一直在深入探讨互动电影的概念。如果说我们最初尝试用叙事性、线性的电影对象来创造互动体验是出了名的笨拙和笨拙,那么随着电子游戏的诞生,新的尝试已经出现,并带来了新的想法和可能性。如今,以电影为对象的互动作品屡见不鲜。然而,互动电影作为一个概念似乎已经被抛弃了。电影在很大程度上仍然是非互动的,这一维度似乎被电子游戏、应用程序和网站所取代。我们认为,有些电子游戏可以被视为互动电影。最后的我们》就是一个例子,它引领了以线性叙事游戏为主的潮流。其他游戏也对这一模式进行了探索,取得的效果有好有坏。我们建议将这些游戏归类为互动电影。在本文中,我们旨在继续探讨这一观点--我们可以将一些有趣、优雅的创作命名为互动电影--将它们与电子游戏区分开来。我们从这个角度分析了两款电子游戏《Pentiment》和《Everything》,试图了解它们与经典电影和经典电子游戏体验之间的关系和区别。我们还将讨论在第 25 届阿凡卡电影节上展出的 "平行世界"(Mundos Paralelos)展览,以了解展出作品的电影特性。最后,我们提出,在创作新作品时,封闭的分类可能并不适合我们,混合是有益的、创造性的,而且应该发生。
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Videogames as Interactive Cinema - New Perspectives
The concept of interactive cinema has been explored in depth since the first incipient manifestations of (non-interactive) cinema. If our first attempts at creating interactive experiences out of narrative, linear film objects have been notoriously clunky and awkward, with the birth of videogames new attempts have been made, bringing fresh ideas and possibilities unto the table. Interactive works that include films as objects are common today. However, interactive cinema as a concept appears to have been abandoned.Cinema continues to be largely non interactive, this dimension seemingly relegated to videogames, apps and websites. We consider that some videogames can be considered interactive cinema. The Last of Us is an example that set the trend of mostly linear, narrative games. Other games have explored this model, achieving better and worse results. We propose that these games could be categorized as interactive cinema.In this paper we aim to continue an exploration of this idea - that there can be interesting, elegantly implemented creations we can name interactive cinema - distinguishing them from video games. We analyze two video games in this light, ‘Pentiment and Everything, trying to understand how they relate to, and differ from, classic cinema and the classic video game experience. We will also discuss the exhibition “Mundos Paralelos” (Parallel Worlds), on display at the the 25th edition of the Avanca Film Festival, to understand the cinematic characteristics of the artworks presented. We conclude by proposing that, perhaps, closed categories might not serve us when creating new objects, and that hybridization is beneficial, creative, and should occur.
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