Uniwersytet Mikolaja Kopernika w Toruniu, Torun, Kuyavian-Pomeranian Voivodeship, 87-100, Poland.
Uniwersytet Kazimierza Wielkiego w Bydgoszczy, Bydgoszcz, Kuyavian-Pomeranian Voivodeship, 85-064, Poland.
F1000Res. 2024 Jan 5;12:784. doi: 10.12688/f1000research.133472.1. eCollection 2023.
This article identifies and examines a couple of selected issues regarding speculative digital games which endeavor to deal with serious subject matter. Due to the fact that speculative games are exceptionally well suited for symbolic representation of sensitive topics, they allow their creators to conceive ambitious projects that aspire to be great works of audiovisual art. However, because game texts belong to a very specific medium, it is not always possible to realize this ambition in the context of gameplay. For reasons of space and focus this article uses one particular game, (2021), to serve as the primary example of how the problems which occur in the process of combining specific, engaging gameplay with serious, sensitive subject matter, lead to situations in which a game can fail to fulfill the player's expectations. By analyzing the structure, gameplay, and storytelling tools employed in , the article places emphasis on the significance of the possible tensions between the intention of the designers of the game experience and the experiences, ideas, and interpretations the players themselves bring to the game text.
本文识别并考察了一些关于尝试处理严肃主题的推测性数字游戏的特定问题。由于推测性游戏非常适合象征性地表现敏感话题,因此它们允许其创作者构思有抱负的项目,希望成为视听艺术的伟大作品。然而,由于游戏文本属于一种非常特殊的媒介,因此在游戏玩法的背景下并不总是能够实现这种抱负。由于篇幅和重点的原因,本文使用了一个特定的游戏,《柯娜:精神之桥》(2021 年),作为主要示例,说明在将特定的、引人入胜的游戏玩法与严肃、敏感的主题相结合的过程中出现的问题如何导致游戏无法满足玩家的期望。通过分析《柯娜:精神之桥》中使用的结构、游戏玩法和叙事工具,本文强调了游戏体验设计者的意图与玩家自己带给游戏文本的体验、想法和解释之间可能存在的紧张关系的重要性。