上海大学学报(社会科学版) ›› 2020, Vol. 37 ›› Issue (4): 37-45.

• 影视理论研究 • 上一篇    下一篇

世界:电玩游戏的作用单位

  

  1. 华东师范大学 中文系
  • 出版日期:2020-07-15 发布日期:2020-11-27

World: The Functional Unit of Video Games

  • Online:2020-07-15 Published:2020-11-27

摘要: 在人文主义和人类中心主义视角的游戏研究中,玩与游戏长期以来纠结在一起。电玩游戏的出现与发展,使两者的分野愈发明显,突破了以“玩”为中心的人类学迷思。经过叙事性与游戏性的辩论,结合对游戏《塞尔达:荒野之息》的分析,电玩游戏不再被简单认为是叙事媒介的更新。在游戏中真正起作用的不是人物这一叙事元素,也不是界面这一更小互动,而直接就是世界这一综合方式。游戏世界与现实世界的关系既不是明确分离,也不是完全融合的。不同于虚构/现实、想象/真实的二分法,电玩游戏提供了理解世界的新方式。以“连接”的关系性和“此刻”的深层时间性,电玩游戏世界展现了电玩游戏的后人类品质。

关键词: 电玩游戏, 塞尔达, 叙事, 世界, 后人类

Abstract: Play and games have long been entangled in game studies in the humanistic and anthropocentric perspectives. The emergence and development of video games have made the two increasingly distinct from each other, breaking through the anthropology myth centered on “play”. A Narratology and Ludology debate, combined with an analysis of Zelda: Breath of the Wild,  demonstrates that video games are no longer simply an update of narrative medium. What really matters in video games is not the characters as narrative elements, nor the interfaces as smaller interactions, but the “world” in a comprehensive way. The relationship between gameworlds and realworlds is neither a clearcut separation nor a complete fusion. Different from the dualism of fictional/real or imaginary/true distinction, video games provide a new understanding of the world. With “link” in terms of relationship and “at present” in terms of deep temporality, the “world” of video games shows the posthuman quality.

Key words: video game, Zelda, narrative, world, posthuman