这个项目的想法源自我之前的专著项目《文学游玩》(Literary Gaming),它同时涉及独立游戏、电子文学和游玩文体学(ludostylistic)分析。在这本书中,我特意选择了“Gaming”而不是“Games”作为标题,因为作为被嵌入了文学结构,并鼓励玩法(gameplay)与文学式的阅读与交织在一起的文学游戏本身,只是我所认为的游玩的数字文学(ludic digital literature,文学式阅读是前景化的,而游戏和游玩被整合到数字文学结构中)和我刚刚描述的文学游戏之间的连续体的一个子形式。
在这篇文章的分析部分,我将特别关注三款游戏,它们展示了非自然叙事学在作品中的一些关键方面:Tale of Tales 工作室的《血径迷踪》(The Path)及其对非自然空间的使用,乔纳森·布洛(Jonathan Blow)的《时空幻境》(Braid)及其对非自然时间的使用,最后是银河咖啡厅(Galactic Café)工作室的《史丹利的寓言》(The Stanley Parable)及其对非自然叙述的使用——尤其是想要成为全知叙述者的旁白与玩家角色的冲突。在结语中,我将总结一些关于非自然叙事学之于游戏研究的相关性和可行性的初步结论,并就我们如何进一步发展这种分析方法以适应数字游戏的媒介特性提出一些建议。
讽刺和戏仿(Satirisation and parody):当叙事试图嘲弄其他叙事或整体世界的要素时就会发生这种情况;例如,零玩家游戏《无尽的进度条》(Progress Quest)就是非自然的,因为它不允许玩家做除了观看游戏“自己玩”以外的任何事情,从而戏仿了大型多人在线游戏(MMOG),例如《无尽的任务》(Everquest)(尤其是其极为被动的自动攻击功能)。
假定一个超越领域(Positing a transcendental realm):在这里,我们将非自然归因于某种超自然的设定,例如天堂或地狱——试想上帝游戏《黑与白》(Blak and White),其中玩家对角色拥有着神一般的力量,并被善良(一个天使角色)或邪恶(一个恶魔向导)的声音引导。
邀请一场“自由玩耍”(Invitation to “free play”),相互矛盾的故事情节或结局被视为对玩家创造自己的故事的邀请,这是超文本小说的共同特征。正因为我们玩的是一个以非封闭性、多线性、逻辑矛盾和循环为主题的游戏,我们才会在意其他玩家最喜欢《史丹利的寓言》中的哪个结局。
尽管如此,我们依然可以采取一种非自然化的阅读策略来接受叙事的不可能性,而不试图去将其自然化。这种方法与“驯化非自然”(domesticating the unnatural)相违背,又称“禅宗式阅读”(Zen way of reading)。我们可以采取斯多葛式的立场,放任事物无法被解释,并接受叙事体验可能在我们心中唤起的困惑、沮丧和不适的感觉。
然而,游戏随后从两方面暗示了这并不是游戏的全部。生命结局用过程动画迫使玩家被动地观看和聆听叙述者滔滔不绝地描述史丹利所谓的“幸福”,随后又将玩家送回至一开始的办公室里。而穿插在游戏加载画面中的那句“结局永远不是结束”(The End Is Never The End)则提醒玩家,其他有待探索的内容需要忤逆叙述者才能取得。
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McCallumStewart, Esther, and Justin Parsler. 2007. “Illusory Agency in Vampire: The Masquerade – Bloodlines” dichtung-digital 37. Accessed January 11, 2013. http:// dichtungdigital.de/2007/maccallumstewart_parsler.htm.
Mularcyzk, Sam (n.d.) “The Stanley Parable: A Galactic Café Game”. Accessed May 29, 2015. http://www.stanleyparable.com.
Nielsen, Henrik Sklov. 2013. “Naturalizing and Unnaturalizing Reading Strategies.” In A Poetics of Unnatural Narrative, edited by Jan Alber, Henrik Skov Nielsen, and Brian Richardson, 67–93. Columbus: Ohio State University Press.
Richardson, Brian. 2002. “Beyond Story and Discourse: Narrative Time in Postmodern and Nonmimetic Fiction”. In Narrative Dynamics: Essays on Time, Plot, Closure, and Frames, edited by Brian Richardson, 47–63. Columbus: Ohio State University Press.
Richardson, Brian. 2006. Unnatural Voices: Extreme Narration in Modern and Contemporary Fiction. Columbus: Ohio State University Press.
Richardson, Brian. 2011. “What is Unnatural Narrative Theory?”. In Narrative – Unnatural Narratology, edited by Jan Alber and Rüdiger Heinze, 23–40. Berlin: de Gruyter.
Richardson, Brian. 2015. Unnatural Narrative: Theory, History, and Practice. Columbus: Ohio State University Press.
Ryan, MarieLaure. 2004a. Narrative Across Media. Lincoln: University of Nebraska Press.
Šklovskij, Viktor. 1965. “Art as Technique”. Russian Formalist Criticism, edited by Lee T. Leemon and Marion J. Reis, 3–24. Lincoln: University of Nebraska Press.
Ludography
Black and White (2001). Electronic Arts.
Braid (2009). USA: Number None, Inc. Jonathan Blow.
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