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Story as a function of gameplay in First Person Shooters and an analysis of FPS diegetic content 1998-2007

机译:故事作为第一人称射击游戏中的游戏玩法和1998 - 2007年的Fps叙事内容分析

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摘要

The relationship between game content and gameplay remains underexplored. High level debate about the relative narrativity of games remains common, but there is a gap in the understanding about the particularities of how diegetic objects relates to the business of managing player experience and behaviour at the heart of gameplay.The first half of this thesis proposes a new model for understanding gameplay as a network of affordance relationships which define supported actions. The theoretical focus upon supported actions rather than object characteristics enables a better understanding of the framework of gameplay created by a complex system of interrelated objects. In particular, it illustrates how the essential ludic structure of first-person games can be described in very simple terms, thus defining a discontinuity between complexity of experience and simplicity of structure. It is proposed that story is a primary means of managing this discontinuity to provide an immersive and seamless experience.Traditional models of narrative and interactive narrative are discussed to illustrate the problems of attempting to apply them directly to gameplay, and this is summarised in a discussion of the narratology/ludology debate. Instead, a new conceptualisation of narrative, drawn from the use of narrative as a model and metaphor in psychology, and based on schema theory is offered. It is argued that this new, game-specific conceptualisation - of a network of protonarrative units - maps efficiently and effectively onto the affordance model of gameplay and thus resolves the historical problem.In the second half of the thesis, evidence is offered to support the argument that not only can story be understood as a form of affordance, but that by examining commercial FPS titles, it is clear that story is used to manipulate player behaviour - that it serves a distinct gameplay function. This is achieved by analysing core elements of story: worlds and their populations; the avatar as a key device in managing the player/system relationship; and plot as the predetermined changes to object relationships over the course of a game.It is concluded that when gameplay is understood as a network of affordances, and story as a network of proto narrative units, and when the genre is analysed with this model in mind, not only is an understanding of the gameplay function of story evident, but this analysis yields a deeper level of understanding about the nature of FPS games and gameplay than has previously been available.
机译:游戏内容与游戏玩法之间的关系仍未得到充分研究。关于游戏的相对叙事性的高层辩论仍然很普遍,但是在关于肥胖对象与游戏核心的管理玩家体验和行为的业务之间的特殊性的理解上存在差距。本文的上半部分提出一种新的模型,用于将游戏玩法理解为定义支持的动作的支付能力关系网络。从理论上侧重于支持的动作而不是对象特征,可以更好地理解由相互关联的对象的复杂系统创建的游戏框架。尤其是,它说明了如何以非常简单的方式描述第一人称游戏的基本讽刺结构,从而定义了体验的复杂性和结构的简单性之间的不连续性。提议故事是管理这种不连续性以提供沉浸式和无缝体验的主要方法。讨论了叙事和交互式叙事的传统模型,以说明尝试将它们直接应用于游戏性的问题,并在讨论中进行了总结。叙事学/语言学辩论。取而代之的是,提供了一种新的叙事概念,它是根据叙事作为心理学的模型和隐喻而使用的,并且是基于图式理论的。有人认为,这种新的,针对游戏的特定概念化-质子化单位网络-可以有效地映射到游戏玩法的可负担性模型上,从而解决了历史问题。在本文的后半部分,提供了证据来支持这种论点不仅可以将故事理解为一种赠礼形式,而且可以通过研究商业FPS标题来清楚地了解故事是用来操纵玩家的行为的-它具有独特的游戏功能。这是通过分析故事的核心要素来实现的:世界及其人口;化身是管理玩家/系统关系的关键设备;并得出结论,当游戏玩法被理解为可承受能力的网络,而故事被理解为原型叙事单元的网络时,以及当使用该模型分析类型时,得出结论。不仅可以清楚地理解故事的游戏功能,而且这种分析比以前更深入地了解了FPS游戏和游戏的性质。

著录项

  • 作者

    Pinchbeck Daniel Mcguire;

  • 作者单位
  • 年度 2009
  • 总页数
  • 原文格式 PDF
  • 正文语种 eng
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