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Narrative Design of Sadness in Heavy Rain
Journal of Science and Technology of the Arts Pub Date : 2017-09-08 , DOI: 10.7559/citarj.v9i2.246
Nelson Zagalo

Aware of all the problems videogames have faced trying to elicit sadness from its players, we decided to analyse the videogame Heavy Rain in virtue of its capabilities to induce sadness in the players. The game was studied under two different perspectives: the character’s non-verbal expressivity and the audiovisual artistic properties of the game. We have found that for the narrative design of sad interactive sequences, the game followed a three-stepped model made of: attachment, rupture, and passivity.

中文翻译:

大雨中悲伤的叙事设计

意识到视频游戏试图引起玩家悲伤的所有问题后,我们决定分析视频游戏《大雨》,因为它具有诱发玩家悲伤的能力。从两个不同的角度研究了游戏:角色的非语言表达能力和游戏的视听艺术特性。我们发现,对于悲伤的互动序列的叙事设计,游戏遵循的三步模型是:依恋,破裂和被动。
更新日期:2017-09-08
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