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电子游戏互动与叙事的平衡性发展研究

Research on the Balanced Development of Interactionand Narration in Electronic Games
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摘要 电子游戏经历几十年发展,从设计到商业都日趋成熟。近些年,游戏中的叙事在业界与学界被重视的程度越来越高,其作用也在逐渐增强。但与此同时,游戏的互动性作为电子游戏最为本质的特征同样不可缺失。在21世纪之后,电影化叙事和开放世界叙事模式逐渐成熟。电影化叙事游戏旨在增强游戏的视效与戏剧冲突情节的体验,但在实际运行中导致游戏互动体验被弱化。而开放世界叙事游戏的出现,原本是为了解决电影化叙事游戏的互动弱化问题,但在互动增强的同时,自身的叙事却出现了问题。这些问题出现的根源在于互动和叙事的失衡。而电子游戏碎片化叙事的出现,在一定程度上实现了互动和叙事的平衡。 Electronic games have gone through decades of development,becoming increasingly mature from design to commerce.In recent years,the narrative in games has been increasingly valued in the industry and academia,and its role is gradually increasing.But at the same time,the interactivity of games,as the most essential feature of it cannot be lacking as well.After the 21st century,the cinematic narrative and open world narrative models gradually matured.Cinematic narrative games aim to enhance the visual effect of the game and the experience of dramatic conflict plot,but in actual operation,the interactive experience of the game is weakened.The emergence of open world narrative games was originally intended to solve the problem of weakened interaction in cinematic narrative games,but at the same time as the interaction was enhanced,there were problems with their own narrative.The cause of these problems lies in the imbalance between interaction and narrative.The emergence of fragmentation narrative in electronic games has,to a certain extent,achieved the balance between interaction and narration.
作者 郭峥 张宏 GUO Zheng;ZHANG Hong(School of New Media,Beijing Institute of Graphic Communication,Beijing 102600,China)
出处 《北京印刷学院学报》 2023年第5期64-69,共6页 Journal of Beijing Institute of Graphic Communication
基金 北京印刷学院2022年科研创新团队项目“临境——京剧媒体艺术互动空间研究”(Ea202206)成果。
关键词 电子游戏 叙事 互动 碎片化叙事 electronic games narration interaction fragmentation narrative
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