表演步行模拟:从《Dear Esther》到《Inchcolm Project》

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2020-03-01 DOI:10.1386/jgvw_00003_1
Mona Bozdog, D. Galloway
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引用次数: 1

摘要

2012年,The Chinese Room发行了《Dear Esther》,这款电子游戏将继续塑造电子游戏的历史,并定义了一种新的游戏类型:行走模拟器。行走模拟器摒弃了传统的游戏比喻和前景行走,将其作为一种美学和戏剧实践,让步行者/玩家参与阅读、挑战和/或表演景观的关键行为。2016年10月,《亲爱的以斯帖》被改编为一场现场响应式的散步表演,场景设定在苏格兰福斯湾的英格科尔姆岛。最终的表演《Dear Rachel》将以《Inchcolm Project》的名义与游戏一起体验。这种混合活动多媒体(散步表演、游戏、音乐表演)和混合现实(具有物理、增强和虚拟组件)需要开发和实施复杂的修复和适应过程。从理论景观和实践反思出发,本文提出了一个设计框架——故事行走,它调和了两个适应性挑战:对场地的响应和对游戏的响应。
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Performing walking sims: From Dear Esther to Inchcolm Project
In 2012 The Chinese Room launched Dear Esther, a video game which would go on to shape video game history and define a new genre: the walking simulator. Walking simulators renounce traditional game tropes and foreground walking as an aesthetic and as a dramaturgical practice which engages the walker/player in critical acts of reading, challenging and/or performing a landscape. In October 2016, Dear Esther was adapted as a site-responsive, promenade performance set on the Scottish island of Inchcolm in the Firth of Forth. The resulting performance, Dear Rachel, was then experienced alongside the game under the umbrella name Inchcolm Project. This hybrid event multi-media (promenade performance, gameplay, musical performance) and mixed-reality (with physical, augmented and virtual components) required the development and implementation of complex processes of remediation and adaptation. Drawing from theoretical landscape and practitioner reflection, this paper puts forward a design framework – storywalking which reconciled the two adaptation challenges: responding to the site, and to the game.
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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