前言:
从大纲的风格来看很明显这门课是有多个教授,每人不同章节的教学模式。这一讲的东西不多,大纲已经列的很清晰了。可能原因一是Caillois的原著就很短小干练,他前两章加起来没别人一章的文字多,但是逻辑却很有条理。二是因为作为游戏学研究的经典作品,被学界研究的较为透彻。。这门课下半部分将会涉及到最新的传媒理论,届时诸君就可以感受到学术无人之地的惨状
在第一讲叙述Huizinga的游戏学理论之后,紧接着第二讲开头就是对其理论术语的批判。很明显课程设计者想要提醒学生虽然术语和理论是沟通的桥梁,但是其同样也会制约人类的思想。游戏作为新兴的媒体媒介(media),对于其认知一定是会不断丰满的。
CMS.300 – Intro to Video Game Theory
Session 2 – PLAY & GAMES 玩 与 游戏
Reading
Caillois – Man, Play, Games Ch. 1 & 2
Caillois - 《Man, Play and Games》第一、二章
第一章 The Definition of Play “玩”的定义
第二章 The Classification of Games 游戏的分类
Roger Caillois(1913 - 1978):法国社会学家,他通过关注游戏、玩耍和神圣(Sacred)等不同主题,将文学批评、社会学和哲学结合在一起。
Concepts/Keywords
Play vs. Games (Paidia vs. Ludus → Rules vs. Make-believe)
玩耍 vs. 游戏(Paidia vs. Ludus → 规则 vs. 想象)
Agon
(竞争性的游戏)
Alea
(随机性的游戏)
Mimicry
(模仿性的游戏)
Ilinx
(感官刺激类的游戏)
(Paidia、Ludus、Agon、Alea、Mimicry、Ilinx 来源拉丁文 )
Goals
Understand multiplicity of definitions
理解对于玩耍和游戏的不同定义
Terms are useful, but also bendable
分类术语是有用的,但也不是绝对不变的
Create a foundation to understand game studies
为理解游戏学研究打下基础
1st period – Critique of Huizinga
第一部分-对于Huizinga的批判
HUIZINGA 的理论(游戏的特征) | CAILLOIS 的理论 | |
FREE (voluntary) 自由的(自愿的) | –––→ | FREE 自由的 |
NOT ORDINARY 非日常的 | –––→ | SEPARATE 与现实分离的 |
SECLUDED, LIMITED 有时间和空间的限制 | –––→ | |
SOCIAL GROUPING 促进社交、玩家群体化 | ||
TENSION 紧张感 | –––→ | UNCERTAIN 对结果的不确定性 |
NO MATERIAL INTEREST 没有物质利益的 | –––→ | UNPRODUCTIVE 非生产性的 |
REGULATED 有秩序的 | –––→ | GOVERNED BY RULES (MAKE-BELIEVE)* 由规则(想象)* 管理 |
*Fiction replaces Rules – Rules create Fiction
*幻想取代规则 —— 规则创造幻想
Caillois' Critique (of the whole book) Caillois对与Huizinga的批判
1 Huizinga didn't describe or define GAMES
没有描述或者试图定义游戏
2 Huizinga only deals with specific types of games (competitive)
只论述了特定种类的游戏(竞争性的)
3 Huizinga leaves out games of chance (gambling, lottery)
完全忽略了基于随机性的游戏(赌博、彩票)
4 Play exposes secrets, rather than keep them
游戏揭露秘密,而非保守秘密
Period 2: Caillois' terms:
第二部分:Caillois的游戏分类
AGON → Competition (play principle): 竞争性游戏
·Apparent equality at outset, one player must prove better than another (or others)
至少在表面上是公平的,玩家通过游戏证明自己比另一个(或者其它玩家)更优秀
·(some standing situations are better, e.g. opening in chess, inside the curve in a race)
(并非绝对公平,实际上某些情况更有利,比如象棋的先手,赛跑时的内圈)
· Requires sustained attention, training
需要持续的集中注意力,训练
·Animal play is agonistic
动物间的游戏属于竞争性游戏
Examples: football, billiards, chess. 举例:足球,台球,象棋
ALEA → Chance (play principle):随机性游戏
·Player has no control
玩家没有控制权
·Surrender to destiny; negates work, patience, experience, training
向命运投降;随机性游戏否定努力,耐心,经验和训练
·All players have equal footing
所有的玩家立场(条件)都是公平的
·Children don't gravitate to games of chance because they don't have property to gamble
儿童不被随机性游戏所吸引,因为他们缺少赌博所需要的资本
·Discuss: games of chance level the ground and allow kids to play with adults (e.g. Game of Life, Candyland)
讨论:有些随机性游戏降低了门槛,使得儿童可以和成年人一起玩(例如Game of Life, Candyland )
Examples: Roulette, Lottery 随机性游戏举例:轮盘赌,彩票
"Property is exchanged, but no goods are produced."
“财产得到了交换,但是没有新物品被生产出来”
MIMICRY → Make-believe (play principle) 模仿性,幻想游戏
·Entering an illusion and becoming fictional characters in it
进入一个幻想世界,并成为其中的某个虚构角色
·Pleasure of being or passing for another, rather than deceiving
模仿游戏的乐趣在于成为或者假扮其他角色,而非试图欺骗他人
·Masks, travesty (also done by animals)
面具、表演(动物也存在模仿性的游戏)
·Can have spectators → Agon with spectators is mimicry
可以有观众→有观众的竞争可以是模仿性游戏
·Spectators ID with sportsman
观众会情不自禁的带入运动员(感到紧张,身体不自觉的跟随活动)
·Dramatic
戏剧性的
·Not submitted to rules, continuously inventing
不完全被规则指导,不断的发明创造
Examples: pirates, theatre 举例:戏剧
ILINX – Vertigo (play principle):感官刺激的游戏-眩晕
·Pursuit of vertigo, breaking stability
对眩晕的追求,打破稳态(找刺激)
Examples: Dervishes, Mexican voladores, leapfrog, merry-go-round. 举例:蛙跳、旋转木马
游戏的两种模式、倾向:
PAIDIA vs. LUDUS. (modes, apply to all play roles – see above)
PAIDIA - 无规则、无秩序的玩耍
·Spontaneous manifestation of play instinct
游戏本能的自发表现
·Exuberant, spontaneous, even destructive, exhilarating
热情的、自发的、具有破坏性的、令人兴奋的
(心智尚未成熟的幼儿,自发的玩耍游戏行为,不受到规则约束,没有规则。破坏玩具。)
·Expressive, calling attention to oneself
有表现力的,吸引他人的注意力集中在自己身上
·No relation to Alea (which is passive, paidia is all self)
和Alea基于随机性的游戏没有任何关系(Alea是被动的,Paidia是完全以个人为核心的)
LUDUS – (my interpretation: Goal-oriented) 有规则的游戏(MIT教授:目标导向的)
·Organized: discipline, purity, excellence
有条理的:纪律、纯粹、卓越
·Solving a problem for its own sake → kite-flying, diabolo, yo-yo
单纯的解决一个问题(没有其它目的)→ 放风筝、抖空竹、玩YOYO球
·Relationship with play principles
和游戏原则存在关系
·Manifest relationship between AGON and LUDUS
有规则的游戏(Ludus)和竞争性游戏(Agon)直接存在明显的关系
·proving oneself, beating constraints
证明某人可以靠自己战胜困难
·LUDUS & ALEA: games of patience
LUDUS结合Alea:耐心的游戏
·LUDUS & MIMICRY: meccano, scale plane, THEATRE
LUDUS结合Mimicry:积木玩具、模型飞机,戏剧
·No relation to ILINX, because it's about losing control
Ludus和感官刺激的游戏没有关系,因为Ilinx在于玩家主动放弃控制权
Apply terms to following games or playfulness: 对以下的游戏进行分类
·Takeshi’s Castle/Wipeout – Agon/Alea/Ilinx
北野武的城堡(闯关类电视节目)-竞争、随机、感官刺激
·Quiddich in Real Life – Agon/Make believe
在现实中玩魁地奇-竞争、幻想
·Drinking Games 饮酒游戏 (prompt the class for examples)
·Improv theatre 即兴剧院
·Pidgin Latin
阅读节选:
Without doubt, secrecy, mystery, and even travesty can be transformed into play activity, but it must be immediately pointed out that this transformation is necessarily to the detriment of the secret and mysterious, which play exposes, publishes, and somehow expends. In a word, play tends to remove the very nature of the mysterious. 毫无疑问的,秘密、神秘,甚至是讽刺都可以转化为游戏活动,但必须立即指出的是,这种转化必然会损害秘密和神秘本身,通过游戏所被揭露、被公布或是以其它某种方式消耗。一言以蔽之,游戏倾向于消除神秘的本质。
Huizinga's definition which views play as action denuded of all material interest, simply excludes bets and games of chance ... the constant relationship between chance and profit is very striking. Games of chance played for money have practivally no place in Huizinga's work. Huizinga的定义认为游戏是没有任何物质利益的行为,单纯的将赌博和随机性游戏排除在外。。。(事实上)机会和利润之间的持续关系非常显著。以获取金钱为目的的随机性游戏在Huizinga的作品中没有被提及。
A characteristic of play, in fact, is that it creates no wealth or goods, thus differing from work or art. Play is an occasion of pure wasste: waste of time, energy, ingenuity, skill and often of money for the purchase of gambling equipment or eventually to pay for the establishment. 事实上,游戏的一个特点是它不既不创造财富也不创造商品,因此其不同于工作或是艺术。游戏是纯粹的浪费时间、精力、聪明才智、技能的活动,而且往往为了购买赌博设备或其它游戏所需的物品而浪费金钱。
Many games do not imply rules. No fixed or rigid rules exist for playing with dolls, for playing soldiers, cops and robbers, horses, locomotives, and airplanes ... in this instance the fiction, the sentiment of as if replaces and performs the same function as do rules. Rules themselves create fictions. Thus games are not ruled and make-believe. Rather, they are ruled or make-believe. 许多游戏并不包含具体的规则。和娃娃玩过家家、扮演士兵、警察抓小偷、假装骑马、开火车或飞机等游戏没有固定或严格的规则。。。在这种情况下,“就好像”的想法取代了跟着具体规则活动,并发挥了与规则相同的功能。规则本身创造了幻想。幻想反过来可以替代规则。因此,游戏不是规则和幻想组成的。更确切地说,游戏是依靠规则或幻想组成的。
But for the present, the preceding analysis permits play to be defined as an activity which is essentially:
Caillois的游戏定义
1. Free: in which playing is not obligatory; if it were, it would at once lose its attractive and joyous quality as diversion; 自由的:非强制的;如果不是这样的话,游戏将立刻失去它作为消遣的吸引力和娱乐的特质;
2. Separate: circumscribed within limits of space and time, defined and fixed in advance; 分离的:在空间限制和时间限制内进行,游戏活动在开始前预先被定义和固定;
3. Uncertain: the course of which cannot be determined, nor the result attained beforehand, and some latitutde for innovations being left to the player's initiatives; (对于结果的)不确定的:无法确定具体过程,也无法事先获知结果,存在一些创新的空间留给玩家的发挥;
4. Unproductive: creating neither goods, nor wealth, nor new elements of any kind; and, except for the exchange of property among the players, ending in a situation identical to that prevailing at the beginning of the game. 非生产性的:游戏既不创造商品,也不创造财富,也不创造任何形式的新元素;并且,除了玩家之间的财产发生交换外,游戏结束时的情况与游戏开始时的情况相同。
5. Governed by rules: under conventions that suspend ordinary laws, and for the moment establish new legislation, which alone counts; 受到规则约束:根据约定暂停日常活动中的社会规则,转而使用游戏中专用的新的规则,(详见第五讲 Unwritten rules)这一点本身就很重要;
6. Make-believe: accompanied by a special awareness of a second reality or of a free unreality, as against reallife. 幻想、想象:游戏伴随着和现实对立的,第二现实或是自由的非现实的具体意识。