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Simulational Realisma??Playing as Trying to Remember

机译:模拟现实主义?扮演想记住的角色

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In this text, I describe a specific way of addressing the past in video games which are set in historicaltimes but at the same time deliberately undermine the facticity of their virtual worlds. By grounding my argumentin analyses of two blockbuster productions—Assassin’s Creed (Ubisoft, 2007) and Call of Duty: Black Ops(Activision, 2010)—I introduce and define the notion of “simulational realism”. Both games belong to best-sellingfranchises and share an interesting set of features: they relate to historical places, events, and figures, establishcounter-factual narratives based around conspiracy theories, and—most importantly—display many formalsimilarities. Like most AAA games, Assassin’s Creed and Black Ops intend to immerse the player in the virtualreality and, for this purpose, they naturalize their interfaces as integral elements of reality. However, in the processof naturalizing simulation, objectivity of the past becomes unthinkable.In my considerations, I situate this problem in two contexts: 1) of a cultural and epistemic shift in perceivingreality which was influenced by dissemination of digital technologies; 2) Vilém Flusser’s prognosis on the effectsof computation on human knowledge. According to Flusser’s theory of communication, history—as a specifickind of human knowledge—emerged out of writing that was always linear and referential. Consequently, the crisisof literary culture resulted in the emergence of new aesthetics and forms of representations which—given theirdigital origin—dictate new ways of understanding reality. As history is now being substituted by timeless posthistory,aesthetic conventions of realism are also transformed and replaced by digital equivalents.Following Flusser’s theory, I assert that we should reflect on the epistemological consequences of presenting thepast as simulation, especially if we consider the belief shared by many players that games like Assassin’s Creed canbe great tools for learning history. I find such statements problematic, if we consider that the historical discourse,grounded on fact, is completely incompatible with the aesthetics of sim-realism which evokes no illusion ofobjective reality.
机译:在本文中,我描述了一种解决历史悠久的视频游戏中过去问题的具体方式,但同时有意破坏其虚拟世界的真实性。通过对两部大片的分析(《刺客信条》(Ubisoft,2007年)和《使命召唤:黑色行动》(Activision,2010年)进行分析,我引入并定义了“模拟现实主义”的概念。这两款游戏都属于最畅销的特许经营权,并具有一系列有趣的功能:它们与历史地点,事件和人物有关,基于阴谋论建立反事实的叙述,并且最重要的是,它表现出许多形式上的相似性。与大多数AAA游戏一样,刺客信条和黑行动计划将玩家沉浸在虚拟现实中,为此,他们将界面自然化为现实的组成部分。然而,在自然化模拟的过程中,过去的客观性变得不可想象。在我的考虑中,我将这个问题放在两种情况下:1)受数字技术传播影响的感知现实的文化和认知转变。 2)VilémFlusser对计算对人类知识的影响的预测。根据弗拉瑟的交流理论,历史(作为人类的一种特殊知识)源于始终线性且具有参考意义的写作。因此,文学文化危机导致出现了新的美学和表现形式,这些表现形式和表现形式由于其数字起源而决定了理解现实的新方式。随着历史被永恒的后历史所取代,现实主义的美学惯例也被数字等价物所取代和替代。按照弗吕瑟的理论,我主张我们应该反思将过去作为模拟来呈现的认识论后果,尤其是当我们认为信念共享时许多玩家认为《刺客信条》这类游戏可能是学习历史的绝佳工具。如果我们认为以事实为基础的历史话语与模拟现实主义的美学完全不符,即不引起对客观现实的幻想,我会发现这样的陈述是有问题的。

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