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The first week of the zombie apocalypse: The influences of game temporality

机译:僵尸启示录的第一周:游戏时间性的影响

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摘要

DayZ is a zombie-themed survival first-person shooter (FPS) game with persistence similar to games in the massively multiplayer online game genre. Released on the 16 December 2013 by surprise, DayZ adopts an 'alpha' release model; though playable, DayZ is unfinished, and will continue to be developed over the coming years. In 24 hours, the game sold over 172,500 copies, and reached over 800,000 sales within three weeks. In this article, I examine the experience of DayZ between 16 December and 23 December 2013. Through examining the experience of the game over such a short time frame, I highlight how patches, paratexts and changing literacy about the game can rapidly change its experience and culture. I argue that this emphasizes the importance of acknowledging a game's temporality when analysing the relationships between player experiences, cultures and a game's design.
机译:DayZ是一款以僵尸为主题的生存第一人称射击游戏(FPS),其持久性类似于大型多人在线游戏类型中的游戏。 DayZ于2013年12月16日意外发布,采用了“ alpha”发布模式;虽然可以玩,但DayZ尚未完成,并将在未来几年继续开发。在24小时内,该游戏售出了172,500份,三周之内就达到了800,000笔。在本文中,我研究了2013年12月16日至12月23日之间DayZ的体验。通过研究在如此短时间内的游戏体验,我着重强调了补丁,超文本文字和不断变化的关于游戏的素养如何迅速改变游戏的体验以及文化。我认为这强调了在分析玩家体验,文化和游戏设计之间的关系时承认游戏的时态性的重要性。

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