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Creating stories for a composite form: Video game design as Frame Orchestration

机译:创建复合形式的故事:作为框架编排的视频游戏设计

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Storytelling in games in the early years of game studies was seen as being in conflict with gameplay. Departing from that debate, I argue that it is productive to see video games as a composite form supporting different frames for involvement. Against this backdrop the article reports an interview study with game developers, asking what it means to author stories for a composite form. The main results show that the developers do not see storytelling as the defining trait of video games, but as a component in a whole product. The developers display a specific gaze for how players shift their attention between frames. An important skill for the developers is to try to control these shifts in order to enforce the emotions they want the player to have. This specific skill is labelled framework orchestration. Stories are here but one of the tools the developers have at their disposal.
机译:在游戏研究的早期,游戏中的讲故事被认为与游戏玩法冲突。与这场辩论不同的是,我认为将视频游戏视为支持不同参与框架的复合形式会很有帮助。在此背景下,本文报道了对游戏开发人员的采访研究,询问为复合形式编写故事的意义。主要结果表明,开发人员不会将讲故事视为视频游戏的定义特征,而是将其视为整个产品的组成部分。对于玩家如何在框架之间转移注意力,开发人员表现出特定的目光。开发人员的一项重要技能是尝试控制这些变化,以增强他们希望玩家拥有的情感。此特定技能被标记为架构流程。故事在这里,但是开发人员可以使用的工具之一。

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