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Andy Kelly and Other Places

机译:安迪·凯利和其他地方

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摘要

Games are usually made for players to interact within an established set of rules and context. Increasingly, participants find themselves fascinated within these worlds, intrigued far more by surroundings than by any sort of systematic play. Visually alluring environments, crafted uniquely with rich detail and morion subtleties, beckon the participant forth into these 'other places'. In this way, the construct of the creator can also become a space for which one might repurpose game play for personal or shared exploration. Convergent Media guru Henry Jenkins (2013) notes that world-building traces back to the works of science fiction, fantasy and philosophy, becoming more recently 'founda-tional to discussions of transmedia storytelling'. He points towards Mark J. P. Wolfe's (2012) book, Building Imaginary Worlds: The Theory and History of Subcreation, as illustrative of that practice; for instance, in the case where 'adventure games and games with a three-dimensional environment often emphasize exploration and navigation of the game's world, making them an important part of the player's experience' (2013: 30). One begins to understand how game worlds become shared spaces, beyond mere market franchising, for creative play. Jenkins points us towards Derek Johnson (2013:149) for an elaboration on the concept of 'world-sharing', in essence how worlds are manufactured and merchandized for movies, television shows to games, ultimately creating fan culture and emergent kingdoms. Here, I also employ the term to underscore the significance of these spaces for both gamers and tourists. It is through the 'captured art' of Andy Kelly (2016a), the focus of JGVW's machinima producer spotlight this issue, that one begins to experience the 'life pulse' of the game world, focusing only on the non-diegetic elements, provoking entrance into these new Other Places for world exploration. It is within this frame that my interview with him becomes relevant to appreciating these spaces as metaphors of human and technological potential, extensions of our dreams and thoughts. But first some context about the series.
机译:游戏通常是为了让玩家在既定的规则和环境中进行交互而制作的。参与者越来越发现自己对这些世界着迷,对周围环境的兴趣远胜于对任何系统游戏的兴趣。视觉诱人的环境以独特的工艺制作而成,具有丰富的细节和morion的微妙之处,将参与者吸引到这些“其他地方”。通过这种方式,创建者的构造也可以成为一个空间,人们可以将其重新用于个人或共享的探索游戏。融合媒体专家亨利·詹金斯(Henry Jenkins)(2013)指出,世界建设可追溯到科幻,幻想和哲学的作品,最近已成为“跨媒体讲故事讨论的基础”。他指出了马克·J·沃尔夫(Mark J. P. Wolfe)(2012)的著作《建设想象的世界:置换的理论和历史》,以此说明了这种做法。例如,在“冒险游戏和具有三维环境的游戏经常强调对游戏世界的探索和导航,使其成为玩家体验的重要组成部分”的情况下(2013:30)。人们开始了解游戏世界如何成为共享空间,而不仅仅是市场特许经营,而是用于创意游戏。詹金斯(Jenkins)将我们引向德里克·约翰逊(Derek Johnson)(2013:149)来阐述“世界共享”的概念,从本质上讲,是如何为电影,电视节目和游戏制作和销售世界,最终创造了粉丝文化和新兴王国。在这里,我还使用术语来强调这些空间对游戏玩家和游客的意义。正是通过安迪·凯利(Andy Kelly,2016a)的“俘获艺术”,JGVW机枪制作人关注此问题,人们才开始体验游戏世界的“生命脉搏”,只关注非数字元素,从而引起了人们的关注。进入这些新的其他地方进行世界探索。在此框架内,我对他的采访变得与欣赏这些空间相关,这些隐喻是人类和技术潜力的隐喻,是我们梦想和思想的延伸。但首先,有关该系列的一些背景信息。

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