《赛博朋克2077》:游戏叙事和谐的案例研究

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2022-04-01 DOI:10.1386/jgvw_00050_1
Diego Saldivar
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引用次数: 0

摘要

本文以《赛博朋克2077》为例,提出将游戏叙事和声作为游戏分析的经验方法。这种方法审视游戏中故事和玩法元素之间的动态关系,因为在游戏玩法过程中,这种关系会在和谐和不和谐之间动态变化。在本文中,和谐被定义为游戏中搞笑元素和叙事元素之间的融合程度,而不和谐则描述对位,可能是冲突的、互补的,也可能是促进审美体验的。故事和游戏之间的不连贯在这里被描述为叙事的不和谐。虽然受到了hoking关于游戏叙事不和谐的观点的启发,但这种方法使用不和谐来描述元素之间的动态,而不是将游戏体验限定为与评论家的情感相对抗。其目的是提供一种工具来识别游戏的乐趣和叙事组件之间的关系的一般模式。
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Cyberpunk 2077: A case study of ludonarrative harmonies
This article proposes ludonarrative harmonies as an empirical approach for game analysis, using Cyberpunk 2077 as a case study. This approach scrutinizes the dynamic relationship between story and play elements in a game, as the relationship changes dynamically during gameplay between consonance and dissonance. In this article, consonance is defined as the degree of cohesion between ludic and narrative elements in a game, whereas dissonance would describe a counterpoint, be it conflictive, complementary or otherwise furthering the aesthetic experience. Incoherence between story and play is described here as ludonarrative cacophony. Although inspired by Hocking’s posit of ludonarrative dissonance, this approach uses dissonance to describe a dynamic between elements, rather than qualifying the gameplay experience as antagonistic to the critic’s sensibilities. The intention is to provide a tool to identify general patterns in the relationship between a game’s ludic and narrative components.
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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