Gli elementi怀旧元素dei punta-e-clicca italiani degli Anni Dieci=2010年代意大利点击式电子游戏中的怀旧元素

IF 0.2 Q4 COMMUNICATION H-ermes-Journal of Communication Pub Date : 2020-11-06 DOI:10.1285/I22840753N16P81
F. Toniolo, S. Giovannini
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引用次数: 1

摘要

本文探讨了怀旧元素在2010年代意大利点击式电子游戏中的插入,从技术和游戏性的角度强调了那些尽管已经过时但仍然存在的元素。在澄清了“点击”和怀旧的概念后,本文给出了分析中考虑的标题语料库,即过去十年中的37款意大利点击视频游戏。选择这样的语料库有三个原因:限制语料库的大小以使其易于管理;与经典和后经典的点击式电子游戏保持足够的时间距离,这种时间流逝是怀旧的先决条件;专注于电子游戏“独立”,一个包括所有语料库标题的标签。怀旧插入分为三类:“技术性”、“主题密集型”和“主题稀疏型”。第一种包括在技术上类似于经典(1990-1995)的标题,它们通过显式接口将其理想化并模仿(例如SCUMM v.4)。第二个游戏的灵感来源于90年代后半叶的游戏,当时引入了新的技术解决方案(例如伪3D)。第三种产品更多的是创新而非怀旧,仍然穿插着语录。三个案例研究分别提供了这些类别的证词:《Innsmouth编年史》(PsychoDev,2017)、《侦探加洛》(Footprint Games,2018)和《衣橱》(CIA Games,2017)。
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Gli elementi nostalgici dei punta-e-clicca italiani degli Anni Dieci = Nostalgic elements in Italian point-and-click video games of the 2010s
This paper inquiries the insertion of nostalgic elements in Italian point-and-click video games of the 2010s, highlighting those elements that still survive in spite of being out-of-date from the points of view of technology and gameplay. After having clarified the notions of "point-and-click" and nostalgia, the paper presents the corpus of titles considered in the analysis, that is, thirty-seven Italian point-and-click video games of the last decade. The choice of such corpus is based on three reasons: limiting the size of the corpus to make it manageable; maintaining an adequate temporal distance from the classic and post-classic point-and-click video games, such a lapse of time being a precondition of nostalgia; focussing on video games "indie", a label including all the corpus's titles. Three categories of nostalgic insertion were detected: "technical", "thematically dense" and "thematically rarefied". The first includes titles technically similar to the classics (1990-1995), which they idealise and emulate by an explicit interface (e.g. SCUMM v. 4). The second comprises games whose inspiration is rather that of the second half of the Nineties, when new technological solutions were introduced (e.g. pseudo-3D). The third contains products more innovative than nostalgic, still interspersed with quotations. Three case studies are presented to testimony of these categories, respectively: Chronicle of Innsmouth (PsychoDev, 2017), Detective Gallo (Footprints Games, 2018) and The Wardrobe (C.I.N.I.C. Games, 2017).
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