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作 者:王梦雅 WANG Mengya(Shanghai Academy of Social Sciences,Shanghai,200235)
机构地区:[1]上海社会科学院,上海200235
出 处:《成都大学学报(社会科学版)》2025年第2期77-89,共13页Journal of Chengdu University (Social Sciences)
基 金:上海市哲学社会科学规划委托课题“打造人民城市文化自信自强的上海样本研究”(项目编号:2024WWT005)。
摘 要:解谜游戏根源于“奥秘的知识竞赛”的古老仪式,本质上是对不可知世界的持续追问。相比于传统谜语游戏,解谜类电子游戏是一种虚拟空间互动游戏:在游戏机制上,以在有限空间中的装置不断触发新的空间为主要游戏手段,呈现出类叙事的特征;在空间的整体呈现中,以回忆为线索在游戏内蕴与意义上与玩家产生精神交流。在此意义上,其再现空间具有“回忆空间”的属性。回忆空间的建构显示了解谜类电子游戏在叙事方面的一种潜能:解谜类电子游戏并不试图挑战或重构传统叙事本身,而是在叙事逻辑下的整体空间呈现中保留一种回忆过程。Rooted in the ancient ritual of“the race of mysterious knowledge”,puzzle games are essentially a continuous pursuit of the unknowable world.Compared with traditional riddle games,puzzle video games are a kind of interactive game in virtual space:in terms of game mechanism,the device in the limited space constantly triggers a new space as the main means of the game,presenting a narrative-like character;in the overall presentation of the space,the riddle of memory is used as a clue to generate spiritual communication with their players in terms of the game’s connotation and significance.In this sense,the reproduction space has the property of“memory space”.The construction of reminiscence space shows the narrative potential of puzzle video games:puzzle video games do not attempt to challenge or reconstruct the traditional narrative itself,but rather retain a reminiscence process in the overall spatial presentation of the narrative logic.
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