首页> 外文OA文献 >Games with Words: Textual Representation in the Wake of Graphical Realism in Videogames
【2h】

Games with Words: Textual Representation in the Wake of Graphical Realism in Videogames

机译:带文字的游戏:电子游戏中图形现实主义的唤醒中的文本表示

摘要

Much of the videogame industry is based around a model of technological progress, whereby developers, individual videogames, and videogame platforms are lauded as superior based on their engagement with the latest, cutting edge forms of technology. As a direct consequence of this focus, sophisticated graphic-based representations are often employed as a yardstick for technological superiority, as it is a form of advancement that can be discerned by the naked eye. The focus on graphics has a number of consequences: it presents past videogames as inferior realizations that pale before more modern approaches; it favors image-based representation over other representational forms such as text; it enters videogames into a broader, ongoing debate in Western culture regarding mimesis and representations of reality that pit image and text against each other. An alternative to the graphic-dominated history of videogames is a variantological approach, in which marginalized and past forms of representation are not seen as dead ends and failures, but as variants that offer alternative perspectives. To that end, this dissertation analyzes five different text-based variant approaches that present ways of considering videogames apart from the dominant narrative of technology-driven graphical realism. First, the history of the instruction manual illustrates how a text-based paratext functions in regards to videogames, which can be viewed as reinforcing the technology-driven approach to videogames—up to and including technology rendering the manual defunct—but can also illustrate a second history, one which explores how a manual as paratext acts to support videogames through incorporation of other print media forms such as the comic book or the picturebook, through presenting a model of the ideal gamer, and through presenting the manual itself as an object from within the videogame. Second, in the history of videogame technology, the 1980s are a crucial period, in which console systems developed an image-based vocabulary for nascent players to learn, and the text-based videogames of the personal computer looked to literary models to do what the image-based games could not; the 1989 Amiga game It Came From the Desert represents the moment when text and image cease to be competing forms and turn into formations more complementary. Third, in the 1990s, this balance shifts towards image with the advent of 3D immersive graphics, and the dominance of graphic-based realism, as illustrated through DOOM and Myst—though both games not only used text, but depended on it to engage players to enter into make-believe, mimetic games with their respective gameworlds. In the face of graphical realism’s dominance, the 1999 computer game Planescape: Torment stands out as a text-heavy variant, illustrating the ability of textual representation to engage with mimesis-as-make-believe and offer an alternative to graphical realism through self-inscription, the presentation of text, and a gameworld based on the power of belief and words. Finally, a fifth approach to textual variants comes through a consideration of the role of the text-centred artifact the book within videogames, which presents a wide variety of uses including the book as epitext, book as narrative frame, book as menu system, book as found object, and book as allusive structure.
机译:电子游戏产业中的大多数都基于技术进步的模型,因此,开发人员,个人视频游戏和视频游戏平台因采用最新的尖端技术而受到赞誉。这种关注的直接结果是,复杂的基于图形的表示通常被用作衡量技术优势的准绳,因为它是肉眼可以辨别的一种进步形式。对图形的关注会带来很多后果:它把过去的视频游戏呈现为劣等的认识,而这些劣等的认识在采用更现代的方法之前就显得苍白无力;与其他表示形式(例如文本)相比,它更倾向于基于图像的表示;它将电子游戏带入了西方文化中,有关模仿和现实表现的更广泛,持续的辩论,这种争论使图像和文字彼此抵触。电子游戏以图形为主的历史的一种替代方法是一种变体方法,在这种方法中,边缘化和过去的表示形式不被视为死胡同和失败,而是被视为提供替代观点的变体。为此,本论文分析了五种不同的基于文本的变体方法,这些方法提出了除了技术驱动的图形现实主义的主要叙述之外考虑视频游戏的方法。首先,使用说明书的历史说明了基于文本的文字游戏如何在视频游戏方面发挥作用,可以将其视为加强技术驱动的视频游戏方法(包括并包括使手册失效的技术),但也可以说明第二个历史,它探讨了作为辅助文字的手册如何通过结合其他印刷媒体形式(例如漫画书或图画书),通过展示理想游戏玩家的模型以及通过将手册本身作为对象展示为支持电子游戏的行为在视频游戏中。其次,在视频游戏技术的历史上,1980年代是关键的时期,控制台系统开发了基于图像的词汇表,供新生玩家学习,而基于文本的视频游戏机则依靠文学模型来完成基于图像的游戏无法实现; 1989年的Amiga游戏《从沙漠来了》代表了文字和图像不再是竞争形式而变成更具互补性的形式的时刻。第三,在1990年代,随着3D沉浸式图形的出现以及基于图形的真实感的出现,这种平衡逐渐转向图像,这通过DOOM和Myst进行了说明,尽管这两个游戏不仅使用文字,而且还依靠文字来吸引玩家进入具有各自游戏世界的虚构模拟游戏。面对图形现实主义的统治,1999年的电脑游戏《 Planescape:Torment》以文本丰富的变体形式脱颖而出,说明了文本表示参与模仿模仿的能力,并通过自我实现为图形现实主义提供了替代方案题词,文本表示以及基于信念和言语力量的游戏世界。最后,第五种解决文本变体的方法是考虑书籍在电子游戏中以文本为中心的角色,该书籍具有多种用途,包括作为文字文字的书籍,作为叙述框架的书籍,作为菜单系统的书籍,作为发现的对象,并作为典故的结构。

著录项

  • 作者

    Hancock Michael;

  • 作者单位
  • 年度 2015
  • 总页数
  • 原文格式 PDF
  • 正文语种 en
  • 中图分类

相似文献

  • 外文文献
  • 中文文献
  • 专利

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号