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The world of electronic games is inextricably enmeshed in overlapping and often wildly contradictory conceptions of reality and 'the real'. On the one hand, game developers are drawn like moths to a flame to fantasy, sci-fi and horror scenarios - which they then proceed to fill with elaborate 'realistic' (i.e. terrestrial) physics and 'realistic' (i.e. representationally familiar) images; the end result is often anything but alien and fantastic. Yet developers are also lured by historical scenarios, as with the recent crop of WWII shooters; they pay extraordinary attention to modelling the look and behaviour of an Ml Garand, the appearance of a French chateau or the burst pattern of a high-explosive shell, but then tone down the gore, carnage and disorganization of actual combat to the point that it compromises the overall authenticity of the experience. The first quarter of 2010 saw the release of two titles that illustrate perfectly the shifting and ambiguous relationship game developers have with 'the real'. UK-based developer the Creative Assembly (CA) launched
机译:电子游戏世界密不可分,陷入现实和“真实”的重叠且往往极为矛盾的境地。一方面,游戏开发者像飞蛾一样被引诱到幻想,科幻和恐怖场景中,然后又用精致的“逼真的”(即地面)物理和“逼真的”(即代表性的熟悉)图像填充;最终的结果往往是外星人和梦幻般的东西。然而,开发商也被历史情景所吸引,例如最近的第二次世界大战射击游戏。他们特别注意对加兰(Ml Garand)的外观和行为,法国城堡的外观或高爆弹的破裂模式进行建模,但随后将实际战斗的血腥,屠杀和混乱打成一片损害了体验的整体真实性。在2010年第一季度,发布了两个游戏,完美地说明了游戏开发商与“真实”之间不断变化的关系和模棱两可的关系。英国开发商Creative Assembly(CA)启动

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