“如果狗死了,我就退出”:《女巫布莱尔》和当代心理恐怖游戏的问题

Katarzyna Marak
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引用次数: 1

摘要

本文强调了当代心理恐怖游戏依赖于重复的故事情节和情节转折的方式,从而导致新游戏的可预测性,以及这种方式对沉浸感和玩家情感投入的负面影响。通过分析波兰工作室Bloober Team开发的游戏《Blair Witch》(2019)及其包含的动物伴侣,本文展示了将玩家的情感认同从角色转移到伴侣角色如何导致玩家忽视游戏的缺点。同时,通过将《Blair Witch》与其他类似的数字游戏文本并列,本文展示了游戏中的线性和对可预测比喻的依赖是如何被有效地包含具有适当机制的有趣同伴所掩盖的。
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“IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES
This paper highlights the manner in which contemporary psychological horror games rely on repetitive storylines and plot twists, resulting in predictability of new titles, and the way in which this negatively affects immersion and players’ emotional investment. Through examining the game Blair Witch (2019), developed by the Polish studio Bloober Team, and its inclusion of an animal companion, the article demonstrates how shifting the players’ affective identification from the avatar to the companion character can cause players to overlook the shortcomings of the game. At the same time, by juxtaposing Blair Witch with other similar digital game texts, the paper showcases how linearity and reliance on predictable tropes in a game can be masked by the effective inclusion of an interesting companion with appropriate mechanics.
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