首页> 外文会议>2017 23rd International Conference on Virtual System amp; Multimedia >From hypertext to hyperdimension Neptunia: The future of VR visual novels: The potentials of new technologies for branching-path narrative games
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From hypertext to hyperdimension Neptunia: The future of VR visual novels: The potentials of new technologies for branching-path narrative games

机译:从超文本到超尺寸Neptunia:VR视觉小说的未来:分支路径叙事游戏的新技术潜力

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Visual Novels (VNs) have recently begun to attract attention in the West, thanks to various successful Kickstarter localization campaigns. However, few visual novels have experimented with VR technologies, despite the fact visual novels replicate VR via psychological manipulation. In VNs users have their feelings toyed with, as opposed to their senses. This suggests that there is something about this multi-linear, text-based genre that cannot translate into VR, despite VR's immersive potential. Moreover, despite being a roleplay game (RPG) that gives the player power over potential endings, visual novels have yet to effectively exploit VR's storytelling capabilities. While the failed Kickstarter campaign for Angels & Demigods contrasts the successful campaign of the acclaimed `interactive' VR `visual novel' narrative game Technolust, it suggests that VR can be used to tell immersive stories but potentially not with the traditional visual novel format. Successfully crowdfunded visual novels like <;/reality > deal with VR themes in their narratives, while Japanese roleplay games (JRPGs) with VN elements are set in fictional VR worlds, like Sword Art Online Hollow Fragment. This suggests that visual novel fans are intrigued by fictional VR settings and are open to the potential of VR. Interactive fiction and hypertext attracted attention at the latter end of the 20th century for their potential storytelling capabilities, but were criticised for their flimsy narratives. While these multi-linear stories remain in the forms of competitions, these genres were replaced by video games with better graphics and storytelling. Other branching-path narratives continue to reappear in various modern formats like children's books, games, television, content streaming, hypercomics and visual novels. They also have the potential to appear in VR stories. As interactivity has become more important in art in other areas, freeware software like Twine(https://twinery.org/) and Ren'Py(www.renpy.org) allow for the development of modern interactive Fiction (IF) by programmers, writers, artists and developers. Visual novels - often created using Unity or Ren'Py - are text and image based games that involve user agency, IF/branching-path narratives and anime/manga-like character sprites. Visual novel games like Angels & Demigods experiment with VR and IF in their exploration of text and graphic storytelling. While spin-off titles, from games with visual novel elements, like Cyber Danganronpa VR: The Class Trial and Megadimension Neptunia VIIR have taken advantage of the form, with emphasis on gameplay over visual novel story elements in their VR content. For developers to potentially exploit VR, the visual novel will need to be more flexible in its form. Instead of relying on 2D sprites with extremely limited animation and static backgrounds, visual novels should be more open to 3D worlds and animated characters. In a similar manner to how digital comics have adapted from print to include animation in webtoons or comics apps - like MadeFire Motion Books - VR visual novels will need to use more animation and interactivity in their design. If they fail to do so, just like IF and hypertext, visual novels will be replaced by other games that successfully adapt to advances in technology.
机译:由于各种成功的Kickstarter本地化活动,视觉小说(VN)最近开始在西方引起关注。然而,很少有视觉小说尝试过VR技术,尽管事实上视觉小说通过心理操纵来复制VR。在VN中,用户是在玩弄自己的感觉,而不是在感觉上。这表明,尽管VR具有沉浸式的潜能,但这种基于文本的多线性流派存在某些无法转化为VR的事物。此外,尽管它是一种角色扮演游戏(RPG),可以让玩家掌控潜在结局,但视觉小说仍无法有效利用VR的叙事功能。尽管针对Angels&Demigods的Kickstarter竞选失败,与广受赞誉的“互动” VR“视觉小说”叙事游戏Technolust的成功竞选形成了鲜明对比,但它表明VR可以用于讲述沉浸式故事,但可能无法采用传统的视觉小说形式。成功的众筹视觉小说(例如<; / reality>)在其叙述中处理了VR主题,而带有VN元素的日本角色扮演游戏(JRPG)被设置在虚构的VR世界中,例如《刀剑神域》中的虚空碎片。这表明虚构的VR设置吸引了视觉小说迷,并且对VR的潜力持开放态度。互动小说和超文本在20世纪末期由于其潜在的叙事能力而受到关注,但因其脆弱的叙事而受到批评。尽管这些多线性故事以竞赛形式存在,但这些类型已被具有更好图形和故事讲述的视频游戏所取代。其他分支路径的叙事继续以各种现代形式出现,例如儿童读物,游戏,电视,内容流,超漫画和视觉小说。它们也有可能出现在VR故事中。随着交互性在其他领域的艺术中变得越来越重要,像Twine(https://twinery.org/)和Ren'Py(www.renpy.org)这样的免费软件允许程序员开发现代交互小说(IF)。 ,作家,艺术家和开发商。视觉小说-通常是使用Unity或Ren'Py创作的-是基于文本和图像的游戏,涉及用户代理,IF /分支路径叙述和动漫/漫画人物角色。诸如Angels&Demigods之类的视觉小说游戏在探索文本和图形故事时,会使用VR和IF进行实验。在从带有视觉小说元素的游戏中衍生出游戏标题时,例如Cyber​​ Danganronpa VR:Class Trial和Megadimension Neptunia VIIR都利用了这种形式,在其VR内容中着重于游戏性而非视觉小说故事元素。为了使开发人员有可能利用VR,这本视觉小说将需要在形式上更加灵活。视觉小说不应依赖于动画和静态背景极为有限的2D精灵,而应该对3D世界和动画角色更加开放。以类似于数字漫画从印刷改编到将动画包含在网络卡通或漫画应用中的方式(例如MadeFire Motion Books),VR视觉小说将需要在设计中使用更多的动画和交互性。如果他们不这样做,就像IF和超文本一样,视觉小说将被成功适应技术进步的其他游戏所取代。

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