sf如何体现在层次结构中

IF 0.2 0 FILM, RADIO, TELEVISION Science Fiction Film and Television Pub Date : 2021-06-01 DOI:10.3828/SFFTV.2021.14
M. Bonner
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引用次数: 0

摘要

游戏内在空间的体验是一种建筑感知模式,与电影空间相比,它更符合物理真实建筑的实际体验。因此,本文以生产美学为中心,涉及游戏世界的几何结构、关卡结构和游戏机制,在更广泛的背景下,sf和计算机游戏是如何密不可分地融合在一起的。这是为了研究游戏内在空间如何通过其美学和数字条件来传达sf或媒体特定的“科幻性”的属性。首先,我将在奇异空间及其极限性的主题上建立一个基础,然后,我将从本体论可能性空间的概念出发,对sf理论、sf意象和(im)可能世界的分期进行几点评论。为此,我参考了sf理论的两位作者:Vivian Sobchack和Simon Spiegel。基于这两个部分,我将对游戏内在空间、其非线性性质和玩家的结合进行介绍性概述。在这里,电影和游戏内在空间之间的差异也将通过简短的讨论来强调。因此,sf理论和电影理论与空间理论和游戏研究交织在一起,以分析现实中超越玩家角色日常体验的本体可能性空间。几个例子阐明了理论基础,而Portal 2(2011)和Echo(2017)作为案例研究。
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How sf is embodied in level structures
The experience of game intrinsic space is an architectural mode of perception more congruent to actual experiences of physically real architecture than to filmic space. This paper thus centres on the aesthetics of production, concerning the game worlds’ geometry, level structures and game mechanics, within the broader context of how sf and computer games are inextricably merged. This is to investigate how game intrinsic spaces communicate properties of sf or a media-specific ‘science fiction-ness’ through their aesthetics and digital condition. By first building a foundation on the topic of singular space and its liminality, I will then proceed with a few remarks on sf theory, sf imagery and the staging of (im)possible worlds in relation to the concept of ontological possibility space. For this purpose, I refer to two authors of sf theory: Vivian Sobchack and Simon Spiegel. Based on these two sections, I will give an introductory overview on game intrinsic space, its non-linear properties and the incorporation of the player. Here, differences between filmic and game intrinsic space will also be emphasised through a brief discussion. Thus, sf theory and film theory are interwoven with spatial theory and game studies in order to analyse the ontological possibility space that goes beyond the player-character’s everyday experience in actuality. Several examples clarify the theoretical groundwork while Portal 2 (2011) and Echo (2017) function as case studies.
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Science Fiction Film and Television
Science Fiction Film and Television FILM, RADIO, TELEVISION-
CiteScore
1.00
自引率
0.00%
发文量
31
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