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中文题名:

 基于游戏本体论的VR游戏分析研究 ——以《半衰期:爱莉克斯》为例    

姓名:

 康聪聪    

保密级别:

 公开    

论文语种:

 中文    

学科代码:

 135105    

学科专业:

 广播电视    

学生类型:

 硕士    

学位:

 艺术硕士    

学位类型:

 专业学位    

学位年度:

 2022    

校区:

 北京校区培养    

学院:

 艺术与传媒学院    

研究方向:

 数字媒体艺术    

第一导师姓名:

 周雯    

第一导师单位:

 北京师范大学艺术与传媒学院    

提交日期:

 2022-06-29    

答辩日期:

 2022-05-25    

外文题名:

 VR game analysis based on game ontology ——a case study on Half-life:alyx    

中文关键词:

 虚拟现实 ; 游戏设计 ; 游戏本体论 ; 游戏分析    

外文关键词:

 Virtual reality ; game design ; expressive game ; game ontology ; game analysis    

中文摘要:

数字信息技术的进步推动着传统媒介形态的变革,借助虚拟现实技术,游戏得以打破屏幕制造的空间壁障,让玩家亲身沉浸到游戏创造的虚拟世界。原来各种需要直接感触的实存性经验逐渐被“可触”、“可感”的媒介体验所替代,人们得以在虚拟世界里探索更广的实践场域。

本研究在对国内外游戏本体论框架进行梳理的基础上,通过元分析,对传统的游戏本体论研究的理论和框架进行了整理,选择了艾斯本·阿尔萨斯教授的描述性本体论框架,并将其应用于VR游戏分析我们探索出了该模型应用于游戏分析的方式:以立体结构分析有玩家加入的模型,以平面结构做文本分析。此外,我们还制作了一些概念的“中间件”,通过可度量的框架,使这一抽象的理论模型能VR游戏分析时发挥作用

为保证对VR游戏的理解,本文对各大游戏分发平台的流行虚拟现实游戏进行数据采集和词云分析,理解何种题材、类型与机制最受欢迎,并依据此选择出最具代表性的虚拟现实游戏—《半衰期:爱莉克斯》,使用游戏分析中的“细读”法,对该游戏进行了深入的案例分析。在分析的过程中,也综合利用了国内外游戏研究的理论成果。

从《爱莉克斯》的分析可以看出,它在物质性方面特别突出,在机制-系统方面较为单一,在符号表达上则呈现出多样化的态势。《爱莉克斯》有着渐进式的第一人称射击主机制,辅以突现性的养成与探索机制,在机制上做到了既能落实设计师意图,又让玩家有一定自由行动空间。

从符号表达上,《爱莉克斯》通过丰富的视觉元素,生动地展现出近未来的科幻末世;电子乐配合重金属摇滚的音乐风格呼应了这一风格,灵敏而多变的音效则成为了塑造游戏互动体验的重要反馈机制。此外,《爱莉克斯》在整体剧情上使用渐进式叙事手法,利用“英雄之旅”这样成熟的表达技法,讲好了复杂的故事;在具体关卡设计上,留给玩家一定改变叙事的空间,较好地兼顾了游戏的互动性与创作者的表达性。

从物质性来看,《爱莉克斯》通过高度拟真的游戏世界以及界面设计,配合上重力手套这种既可呼应日常使用手的物理经验,又可兼顾创作的游戏操控设计,以及物理机制激活的拟真体验,创造了一种“真实”的虚拟体验。在牵涉到与玩家身体接触的物理设备及其反馈上努力革新,是VR游戏创作者通过具身性的改进,增强虚拟世界的物质性的有力手段。

最后,我们还想突出一下玩家的作用。玩家通过虚拟化身“爱莉克斯”加入到游戏中,克服各种挑战与困难,使虚拟的游戏世界在游玩的过程中变成一种对玩家而言的“实在”。玩家的主动行动,既拯救了游戏内的世界,也在离开游戏之后,通过游戏相关社群中的知识分享与MOD、音乐、绘画、模因的创作,完成了玩家-创作者双重身份的转换。VR游戏创作者们可以通过游戏开发工具与模组向玩家社群的开放,来学习《爱莉克斯》这种从虚到实,从体验到创造的过程;而这,也呼应了虚拟现实游戏的“虚拟”与“现实”。

外文摘要:

The advancement of digital information technology is driving the change of traditional media forms. With the help of virtual reality technology, games can break the spatial barriers created by screens and allow players to immerse themselves in the virtual worlds created by games. Various kinds of physical experiences that need to be touched directly are gradually replaced by "touchable" and "sensible" media experiences, and people can explore a broader field of practice in the virtual world.

On the basis of understanding the framework of game ontology in China and abroad, this study organizes the theory and framework of traditional game ontology research through meta-analysis, and selected Espen Aarseth's model. Professor Aarseth's descriptive ontology framework is a different path from the current ongoing game ontology in China. While applying this Aarseth-Calleija's descriptive ontology to VR game analysis, we explored ways to apply the model to game analysis: to use its three-dimensional structure to analyze models with players joining, and using a flat structure for textual analysis. In addition, we also produced some conceptual "middleware" to enable this abstract theoretical model to be implemented through a measurable framework when applying to VR game analysis.

In order to fully comprehend VR games, through data collection and word cloud analysis on popular virtual reality games on major game distribution platforms, this paper tries to understand which themes, types and mechanisms are the most popular, and based on this, we selected the most representative VR game "Half-Life: Alyx", and applies the "close reading" method in game analysis to conduct an in-depth case analysis of the game. In the process of analysis, the theoretical results of international game research are also comprehensively utilized.

The analysis of Alyx shows that it is particularly prominent in terms of materiality, relatively homogeneous in terms of mechanism-system, and diverse in terms of symbolic expression. Equipped with a progressive first-person shooter major mechanic, accompanied by emergent mechanics of cultivation and exploration, Alyx mechanically achieves the implementation of the designer's intentions while allowing the player some freedom of action.

In terms of symbolic expression, Alyx vividly presents the near-future sci-fi post-apocalyptic world through rich visual elements; the electronic music with heavy metal rock style, while the sensitive and versatile sound effects becomes an important feedback mechanism to shape the interactive experience of the game. In addition, Alyx uses progressive narrative techniques in the overall plot design, while applying mature expression techniques as "Hero's Journey" to tell a complex story; in the area of specific level design, leaving the player some room to change the narrative, which beautifully balanced the interactivity of the game and the creator's capacity of expression.

In terms of materiality, Alyx creates a "real" virtual experience through the highly realistic game world and interface design. With its gravity glove, a game control design that can reflect the physical experience of our daily use of hand, as well as the anthropomorphic experience activated by the physical mechanism. The effort to innovate physical devices and feedback equipments involving physical contact with the player is a powerful means for VR game creators to enhance the materiality of the virtual world through embodied improvements.

Finally, we would like to highlight the role of the player. The player joins the game through the avatar ”Alyx” and overcomes various challenges and difficulties, making the virtual game world a "reality" for them in the process of playing while saving the world. The VR game creators can learn from Alyx’s experience of virtual to real, from experience to creation through the empowerment of providing game development tools and modules to the player community. This process also accidentally echoes the "virtual" and "reality" nature of virtual reality games.

参考文献总数:

 38    

馆藏号:

 硕135105/22010    

开放日期:

 2023-06-29    

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