Video Game Spaces: Image, Play, and Structure in 3D Worlds (Hardcover)
暫譯: 視頻遊戲空間:3D世界中的影像、遊玩與結構 (精裝版)

Michael Nitsche

  • 出版商: MIT
  • 出版日期: 2008-12-05
  • 售價: $1,050
  • 語言: 英文
  • 頁數: 320
  • 裝訂: Hardcover
  • ISBN: 0262141019
  • ISBN-13: 9780262141017
  • 相關分類: 3D 列印遊戲設計 Game-design
  • 立即出貨(限量) (庫存=2)

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商品描述

The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers--rule-based space, mediated space, fictional space, play space, and social space--and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

商品描述(中文翻譯)

3D 圖形的轉變代表了視頻遊戲歷史上藝術和技術的重大發展,這暗示著遊戲作為媒介的整體轉型。空間的體驗已成為我們理解遊戲和玩遊戲的關鍵元素。在《視頻遊戲空間》中,邁克爾·尼切(Michael Nitsche)探討了這一轉變對視頻遊戲設計和分析的意義。可導航的 3D 空間使我們能夠在虛構的世界中爬行、跳躍、飛行,甚至瞬移,這些世界在我們的想像中栩栩如生。我們通過感知和互動的結合來體驗這些空間。尼切借鑒文學研究、建築學和電影的概念,主張遊戲空間可以喚起敘事,因為玩家在解釋這些空間以便與之互動。因此,尼切將遊戲空間視為有意義的虛擬位置,而非純粹的視覺奇觀。他的論點探討了這些位置中運作的結構,深入分析了遊戲世界的視聽呈現,並最終探索我們如何使用和理解它們的功能。尼切介紹了五個分析層面——基於規則的空間、媒介空間、虛構空間、遊戲空間和社會空間——並在從早期經典到近期作品的遊戲分析中使用這些層面。他從這一新視角重新審視了遊戲研究中的當前主題,包括敘事、規則和遊玩。《視頻遊戲空間》為對 3D 遊戲世界及其所帶來的新挑戰感興趣的媒介學者、設計師和遊戲研究者提供了一系列必要的論點和工具。