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Story and Recall in First-Person Shooters

机译:第一人称射击游戏中的故事和回忆

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Story has traditionally been seen as something separate to gameplay—frequently relegated to an afterthought or epiphenomenon. Nevertheless, in the FPS genre there has been something of a renaissance in the notion of the story-driven title. Partially, this is due to advances in technology enabling a greater capacity for distributed storytelling and a better integration of story and gameplay. However, what has been underrecognised is the dynamic, epistemological, and psychological impact of story and story elements upon player behaviour. It is argued here that there is evidence that story may have a direct influence upon cognitive operations. Specifically, evidence is presented that it appears to demonstrate that games with highly visible, detailed stories may assist players in recalling and ordering their experiences. If story does, indeed, have a more direct influence, then it is clearly a more powerful and immediate tool in game design than either simply reward system or golden thread.
机译:传统上,故事被视为与游戏过程分开的事物,通常被归类为事后才想到的现象或现象。但是,在FPS风格中,故事驱动标题的概念有所复兴。在某种程度上,这是由于技术的进步,使得更大的分布式讲故事能力以及更好的故事和游戏玩法集成成为可能。但是,人们尚未充分认识到故事和故事元素对玩家行为的动态,认识论和心理影响。本文认为,有证据表明故事可能对认知操作有直接影响。具体来说,提供的证据似乎表明带有高度可见,详尽故事的游戏可以帮助玩家回忆和整理他们的体验。如果故事确实确实具有更直接的影响力,那么显然它是游戏设计中比简单的奖励系统或金线游戏更强大,更直接的工具。

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