Zasady przeciw immersji. Zaangażowanie w narrację i zaangażowanie w system formalny gry

Autor

DOI:

https://doi.org/10.18778/2391-8551.02.03

Słowa kluczowe:

rules in video games, immersion, engagement, MDA

Abstrakt

Rules and narratives in video games had a complicated relationship for many years. In game studies this conflict became evident in ludology versus narratology debate, in video game culture critics and players talk about ludo-narrative dissonance. Both of those phenomena express the popular belief that rules and story in videogames oppose each other, that strategic or tactical engagement and narrative immersion cannot coexist in one game. The following article confronts the problem of, supposedly, opposing types of engagement. To understand different aspects of engagement several concepts of immersion are recalled, beginning with those rooted in literary studies by Janet H. Murray, Marie-Laure Ryan and Katarzyna Prajzner, through game specific concept of Laura Ermi and Frans Mäyrä to post-immersion concepts of Gordon Calleja. In the next section of the paper two analyses of specific types of engagement are presented: game formal system engagement in Angry Birds [Rovio Entertainment, 2009] and narrative immersion in The Walking Dead series [Telltale Games, 2012]. The article concludes with a list of mechanical features of a video game that facilitates either engagement in formal system of the game or game’s narrative.

Biogram autora

Marcin Petrowicz - Uniwersytet Jagielloński

doktorant w Instytucie Sztuk Audiowizualnych Uniwersytetu Jagiellońskiego, przewodniczący krakowskiego Koła Polskiego Towarzystwa Badania Gier, naukowo zajmuje się grami – nie tylko komputerowymi, przede wszystkim w zakresie badania dynamik i mechanik.

Bibliografia

Adams, Ernest. 2004. The Designer’s Notebook: Postmodernism and 3 Types of Immersion, Gamasutra, http://www.gamasutra.com/view/feature/130531/the_designers_notebook_.php.
Google Scholar

Calleja, Gordon. 2007. Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement. Proceedings of the 2007 DiGRA International Conference: Situated Play.
Google Scholar

Calleja, Gordon. 2011. In-game from immersion to incorporation. Cambridge, Mass: MIT Press.
Google Scholar DOI: https://doi.org/10.7551/mitpress/8429.001.0001

Csíkszentmihályi, Mihály, 2005, Przepływ: jak poprawić jakość życia: psychologia optymalnego doświadczenia, Taszów: Biblioteka Moderatora.
Google Scholar

Ermi, Laura, Frans, Mäyrä. 2010. Fundamental components of the gameplay experience: analysing immersion. w: Suzanne de Castell and Jennifer Jenson (red.), Proceedings of Chancing Views – Worlds in Play. Digital Games Research Association’s Second International Conference. Vancouver: DiGRA and Simon Fraser University.
Google Scholar

Francis, Tom. 2012, Mass Effect 3 Narrative Mode and Action Mode Explained, PC Gamer, http://www.pcgamer.com/mass-effect-3-narrative-mode-and-action-mode-explained/.
Google Scholar

Galloway, Alexander R. 2006, Gaming, Essays on Algorithmic Culture, Minneapolis: Minneapolis University Press.
Google Scholar

Grabarczyk, Paweł. 2015, O opozycji hardcore/casual, „Homo Ludens” 1(7), [w druku].
Google Scholar

Hunicke, Robin, LeBlanc, Mark, Zubek, Robert. 2004, MDA: A Formal Approach to Game Design and Game Research, http://www.cs.northwestern.edu/~hunicke/ MDA.pdf.
Google Scholar

Juul, Jesper. 2005, Half-Real – Video Games between Real Rules and Fictional Worlds, Cambridge: MIT Press.
Google Scholar

Koster, Raph. 2005. A Theory Of Fun In Game Design. Scottsdale: Paraglyph Press.
Google Scholar

Murray, Janet. 1998, Hamlet on the Holodeck: The Future of Narrative in Cyberspace, Cambridge: MIT Press.
Google Scholar

Murray, Janet. 2010, Od gry-opowiadania do cyberdramy, przeł. M. Filiciak, w: Filiciak Mirosław (red.) Światy z pikseli. Antologia studiów nad grami komputerowymi, Warszawa: Wydawnictwo SWPS Academica.
Google Scholar

Prajzner, Katarzyna. 2009. Tekst jako świat i gra: modele narracyjności w kulturze współczesnej. Łódź: Wyd. Uniwersytetu Łódzkiego
Google Scholar

Ryan, Marie-Laure. 2001. Narrative as virtual reality immersion and interactivity in literature and electronic media. Baltimore, Md: Johns Hopkins University Press.
Google Scholar

Bethesda Game Studios, 2011, The Elder Scrolls V: Skyrim [PC] USA, Bethesda Softworks.
Google Scholar

BioWare, 1998–2001, Baldur’s Gate [PC], USA, Black Isle Studios, Interplay.
Google Scholar

BioWare, 2007–2012, Mass Effect [PC], USA, Microsoft Studios, Electronic Arts.
Google Scholar

Blizzard Entertainment, 2004, World of Warcraft [PC] USA, Activision Blizzard
Google Scholar

Blizzard Entertainment, 2011, Starcraft II: Wings of Liberty [PC] USA, Blizzard Entertainment.
Google Scholar

Crowther William and Woods Don, 1977, Collosal Cave Adventure [PDP-10] USA.
Google Scholar

David Cage, Quantic Dream, 2005, Fahrenheit, [PC] PL, Atari.
Google Scholar

Gearbox Software, 2009–2014, Borderlands [Xbox 360], USA, 2K Games.
Google Scholar

Infinity Ward, 2003–2014, Call of Duty [PC], USA, Activision.
Google Scholar

Lucasfilms Games, 1990, Secret of Monkey Island [PC], USA, Lucasfilms Games.
Google Scholar

Midway Games, 1992–2011, Mortal Kombat [Arcade, PC, Xbox 360], USA, Acclaim Entertainment, GTInteractive.
Google Scholar

Nicalis, 2014, Binding of Isaac: Rebirth [PC] USA, Nicalis.
Google Scholar

Ragnar Tørnquist, Funcom, 1999 The Longest Journey: Najdłuższa podróż [PC] PL, CD Projekt.
Google Scholar

Rocksteady Studios, 2009–2011, Batman Arkham [PC], USA Warner Bros Interactive, Eidos Interactive.
Google Scholar

Rovio Entertainment, 2009, Angry Birds [iOS], USA, Chillingo.
Google Scholar

Telltale Games, 2012–2014, The Walking Dead [PC], USA, Telltale Games.
Google Scholar

Dave Arneson, Gary Gygax, 1974–2008, Dungeons and Dragons, USA, Tactical Studies Rules, Wizards of the Coast.
Google Scholar

Pobrania

Opublikowane

2015-01-01

Jak cytować

Petrowicz, M. (2015). Zasady przeciw immersji. Zaangażowanie w narrację i zaangażowanie w system formalny gry. Replay. The Polish Journal of Game Studies, 2(1), 35–49. https://doi.org/10.18778/2391-8551.02.03

Numer

Dział

Articles