摘要
在“游戏现实主义”的论争中,最引起争议的问题,至今未有明确的解答:角色的生与死无论如何都不具备现实性吗?游戏是否有其独特的方式描写生与死的现实?本文的主要观点是,游戏要想表现出2.5次元的“游戏现实主义”,需满足以下任意条件:(1)临界体验:打破虚构和真实的次元界限。(2)临界超越:具有“源于三次元、高于二次元”的艺术特性,让玩家感受到处于化身所面对的“临界境况”。(3)临界生活:在两个次元之间,调和“二元”思维模式的“幻想现实主义”。
In the debate of"game realism",the most controversial question has not yet been clearly answered:Is the life and death of a character not realistic in any way?Does the game have its own unique way of portraying the reality of life and death?The main point of this paper is that if a game would like to show 2.5-dimensional"game realism",it needs to satisfy any of the following conditions:(1)Critical experience:breaking the dimensional boundary between fiction and real;(2)Critical transcendence:It has the artistic characteristics of"originating from the three dimension,higher than the two dimension",which makes the gamer feel"the critical situation"faced by the avatar;(3)Critical living:The"fantastic realism"that reconciles the"dualistic"modes of thinking between two dimensions.
出处
《上海文化》
CSSCI
2023年第10期97-106,118,共11页
Shanghai Culture