在电子游戏中,故事是基于价值驱动选择的单位操作

Q4 Arts and Humanities Images (Poland) Pub Date : 2021-06-15 DOI:10.14746/i.2021.38.01
M. Mochocki, R. Koskimaa
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引用次数: 0

摘要

我们提出了一个故事节奏框架,将其定义为戏剧性动作的微片段,并将其作为电子游戏叙事分析的工具。首先,我们解释了故事节奏的目标-行动-反应-结果模型。然后,我们提出了六种类型的故事节奏,行动,互动,不作为,心理,情感和感官,并为每个类别提供了电子游戏示例。在本文的后半部分,我们将这一框架置于电子游戏叙事和玩家动作的经典游戏研究理论中:单位操作、游戏动作、选择剖析和游戏设计模式,并将其整合到认知叙事学的最新趋势中。最后,我们将故事节奏呈现为一个游戏叙述单位,同时作为游戏系统研究中的“单位操作”,并作为叙事分析中的角色行动的缩影。结论概述了在正式、体验和文化游戏研究中使用故事节奏的未来方向。
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Story beats in videogames as value-driven choice-based unit operations
We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a ‘unit operation’ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research.
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Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
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