Politics in video games is the sort of topic that is almost guaranteed to provoke an angry reaction on Twitter from someone aggrieved that their safe spaces are being invaded. The mere mention of politics going hand-in-hand with a video game narrative quickly sends some people into hysteria, driven by a fear that in future Nintendo games, Mario will be portrayed as a protestor, trying to avoid the brutality of the Goomba police state. There is a genuine aversion to politics having a place within gaming because there is an assumption that discourse will corrupt the games that have no political leaning to begin with, and it seems that many people would prefer that games be kept in a bubble.
在视频游戏中 P olitics是那种几乎肯定会激起别人委屈自己的安全空间正在入侵Twitter上愤怒的React话题。 仅仅提及政治与视频游戏叙述并驾齐驱,很快就使一些人陷入歇斯底里,原因是担心在未来的任天堂游戏中,马里奥将被描绘成示威者,试图避免古巴警察的残酷行径。州。 对政治在游戏中占有一席之地有一种真正的反感,因为人们认为话语会破坏一开始就没有政治倾向的游戏,而且似乎很多人都希望游戏保持泡沫。
Admittedly, the Mario protestor thing sounds like a decent alternate reality story…
不可否认,马里奥抗议者的事听起来像是一个不错的替代现实故事……
I argue the opposite. The fear of having issues ‘shoved down a player’s throat’, as is often part of the response, results in an industry that is too afraid to make a statement, cowed by knee-jerk reactions that usually follow. People want video games to be elevated to the status of being an art form, like music, literature and art, but in order to do that, they must have room to grow. Social commentary is one of these development opportunities it needs, and bigger developers need to be less afraid of sticking their heads above the parapet to address the current issues of our generation — and there are many.
我认为相反。 作为应对措施的一部分,人们担心会出现问题“拖累球员的喉咙”,这导致该行业过于害怕发表声明,而这种行为通常会因膝关节React而退缩。 人们希望将视频游戏提升到一种音乐,文学和艺术等艺术形式的地位,但要做到这一点,他们必须有成长的空间。 社会评论是它所需要的这些发展机会之一,并且较大的开发人员不必那么担心将自己的头脑摆在栏杆之上,以解决我们这一代人当前的问题-并且有很多。
People want video games to be elevated to the status of being an art form, like music, literature and art, but in order to do that, they must have room to grow.
人们希望将视频游戏提升到音乐,文学和艺术等艺术形式的地位,但要做到这一点,他们必须有成长的空间。
In a medium like gaming, with the access to unique methods of storytelling afforded to it by the technology it possesses, it is a waste to think that all it can do is entertain — it can also debate, and it can debate well. It’s like having a high-end computer that exclusively runs Minecraft. The full potential is not yet being explored as it could (and should) be. It’s possible to read a book that details the inner workings of current political personalities and to also read graphic novels that just want to tell a fun story. Why not have the same attitude with games? I can enjoy Papers, Please! just as much as I can enjoy Super Smash Bros: Ultimate.
在像游戏这样的媒体中,由于它拥有的技术可以使用独特的叙事方法,因此认为它可以做的一切都是娱乐性的-既可以辩论,也可以很好地辩论,是一种浪费。 就像拥有专门运行Minecraft的高端计算机一样。 尚未(并且应该)探索全部潜力。 可以读一本书,详细介绍当前政治人物的内部运作方式,也可以阅读只想讲一个有趣故事的图画小说。 为什么不对游戏持相同的态度? 我可以享受论文,请! 尽我所能享受《 Super Smash Bros:Ultimate》。
This isn’t to say that this has never been done before, and in a grim twist of fate, one example is due to release soon. Detroit: Become Human, an allegory of the race issues in America, arrives on Steam on June 18th. Behind the tale of androids trying to find their place in a world that has already defined their purpose is a thinly-veiled commentary on how some classes of society are treated — and are currently being treated — in the USA. With a score of 78, the original release gained reasonably favourable reviews on Metacritic, with people praising its ability to branch the narrative in different, meaningful ways depending on your actions and choices in the game. Characters were supported by fantastic voice acting and motion capture, and the theme of the game felt futuristic without being impossible. Unfortunately for it, however, critics generally felt that the game’s political stance was rather heavy-handed, and in an industry where fans can react abrasively to the slightest hint of social commentary in their games, that can be a fatal flaw.
这并不是说这从未做过,而且命运的严峻转折中,一个例子即将发布。 底特律:成为人类 ,是美国种族问题的寓言, 于6月18日登陆Steam 。 关于机器人试图在已经定义其目的的世界中找到自己位置的故事的背后,是一个关于美国如何对待以及当前正在如何对待某些社会阶层的简短评论。 原始版本获得78分 ,因此在Metacritic上获得了相当不错的评价,人们称赞它根据游戏中的动作和选择以不同的有意义的方式分支叙述的能力。 出色的语音表演和动作捕捉为角色提供了支持,并且游戏的主题充满了未来感,而并非不可能。 然而,不幸的是,批评家们普遍认为游戏的政治立场是过分用力的,在这个行业中,粉丝可以对游戏中的社交评论丝毫没有React,这可能是致命的缺陷。
Behind the tale of androids trying to find their place in a world that has already defined their purpose is a thinly-veiled commentary on how some classes of society are treated — and are currently being treated — in the USA.
关于机器人试图在已经定义其目的的世界中找到自己的位置的故事的背后,是一篇关于美国如何对待以及当前正在对待某些社会阶层的简短评论。
Just like in other forms of media, an underlying message has to be just that: underlying, and not overtly preachy. The effect of brute-forcing a particular issue into a story rarely achieves a positive result. Just look at the brutalising reaction that The Last Of Us Part 2 got when its story was leaked to social media. Neil Druckmann has been attacked for what a fair number of gamers believe to be an all-out offensive on social issues, at the expense of the story. Following on from DLC where Ellie kisses another girl, the leaks hint at characters that have been designed to appeal to people who do not conform to one gender or another.
就像其他形式的媒体一样,基本信息也必须是:基本信息,而不是公开宣扬的信息。 将特定问题强行强加到故事中的效果很少会取得积极的结果。 只需看一下《最后的我们》第2部分在其故事泄露给社交媒体时得到的残酷React。 尼尔·德鲁克曼(Neil Druckmann)因许多游戏玩家认为是在社会问题上的全面攻势而受到攻击,而这是以故事为代价的。 在DLC上Ellie亲吻另一个女孩之后,泄密事件暗示了那些旨在吸引不符合一个性别或另一种性别的人们的角色。
I’m not going to spoil anything here, but it’s important to clarify that nothing has been confirmed with the story being taken out of context like this. Sadly, the internet jumps to conclusions easily, and what followed was a barrage of ire towards Naughty Dog and its apparent “SJW agenda”. All in a context where story details aren’t actually confirmed. This is the level of sensitivity that game developers have to acknowledge.
我不会在这里破坏任何东西,但重要的是要澄清,没有像这样从上下文中删除故事的事实,没有得到任何证实。 可悲的是,互联网很容易得出结论,随之而来的是对顽皮狗及其明显的“ SJW议程”的愤怒。 所有情况都没有实际确认故事的详细信息。 这是游戏开发人员必须承认的敏感性水平。
It reminds me of an article I read last November on gamesindustry.biz that covered game designer Mike Pondsmith’s comments at James Cook University’s Retro Inspired Game Jam at Singapore:
这让我想起了我去年11月在gamesindustry.biz上阅读的一篇文章 ,其中涵盖了游戏设计师Mike Pondsmith在新加坡詹姆斯·库克大学的Retro Inspired Game Jam中的评论:
“The first thing is, if you want to get somebody to kind of see your point of view, don’t preach [ . . . ] At least for Talsorian, we always had kind of a generally progressive leaning anyway. A lot of this is kind of like, ‘yeah, we were doing this back in the ‘80s.’ We had transgender people running around in Cyberpunk in 1989 [ . . . ] because my friends are transgender. So what’s the deal? Why not? But that’s not preaching — this is the world I see.”
“第一件事是,如果您想让别人看到您的观点,请不要宣扬[。 。 。 ]至少对于Talsorian而言,无论如何,我们总是总有一种渐进的倾向。 很多这样的感觉是,“是的,我们在80年代就这样做了。” 1989年,我们有跨性别人士在赛博朋克四处奔波[。 。 。 ],因为我的朋友是变性人。 那怎么办? 为什么不? 但这不是说教,这是我所看到的世界。”
“I think a lot of times when you want your message out there about something that’s bigger than a game, you have to let them find it themselves. We just lay it out like a trap and they step on it.”
“我想很多时候,当您想传达比游戏大的东西的消息时,您必须让他们自己找到它。 我们只是像陷阱一样布置它,他们踩到了它。”
I think that this subtle approach to storytelling is a more efficient way of trying to broach a sensitive subject. Mike says that people do not like being preached to, and I agree. When developers stand to push their opinions into the game to the point where that’s the entire identity of the game to begin with, it will only please people who already agreed with the opinion. Everyone else would label it as an example of pandering.
我认为这种讲故事的微妙方法是尝试触及敏感主题的一种更有效的方法。 迈克说人们不喜欢被宣讲,我同意。 当开发人员站出来将他们的观点推向游戏时,这就是游戏的全部特征,它只会取悦已经同意观点的人。 其他人都将其贴上标签,以示敬意。
Despite this, a heavily-anticipated game he has worked on, Cyberpunk 2077, has not escaped controversy. It was revealed that the game will not feature gender options, in tune with its body modification theme. Instead, players can elect to swap out their voices and body modifications as they wish. This provoked an all-too-predictable response from some people on Twitter. Personally, I feel this is a good example of what gender actually means to people who have the ability to choose, without it being shoehorned into the game in the eyes of (most of) the community. If you don’t want a character with vaguely-defined gender norms, then you are perfectly entitled to go ahead and create a character that fits your style. However, the option is also there for people who want something different. Importantly, it doesn’t break the theme of the universe.
尽管如此,他开发的一款备受期待的游戏《 赛博朋克2077》仍未逃脱争议。 据透露 ,该游戏将不具有性别选择功能,以适应其身体修饰主题。 相反,玩家可以选择交换自己的声音和身体修饰。 这在Twitter上激起了一些人的完全可预测的回应。 就我个人而言,我认为这是一个很好的例子,说明了性别对于有选择能力的人们实际上意味着什么,而在大多数(大多数)社区的眼中,性别问题并没有引起人们的注意。 如果您不希望角色定义的性别规范含糊不清,那么您完全有资格继续创作适合自己风格的角色。 但是,对于希望有所不同的人也可以选择。 重要的是,它不会破坏宇宙的主题。
Storytelling must be weaved in a nuanced manner if it wants to portray and discuss sensitive topics. If you want to showcase a harrowing and traumatic experience that highlights a particularly shocking part of life, you need to let a player experience it for themselves. Developers must be willing to trust the player to form an opinion, rather than have an opinion spoon-fed to them. An arguably effective example is Call of Duty: Modern Warfare 2’s No Russian mission, which has the player participate in a terrorist attack (or not, if they choose not to play the level or shoot any civilians). The game’s plot was pretty generic and was more of an excuse for the FPS action than anything else, but this one mission sparked controversy for its no-nonsense portrayal of terrorist attacks on soft targets.
如果要讲述和讨论敏感主题,必须以细微的方式编织故事。 如果您想展示突出人生中令人震惊的令人痛苦的创伤经历,则需要让玩家自己体验一下。 开发人员必须愿意信任玩家形成意见,而不是向他们提供意见。 一个可以说是有效的例子是《 使命召唤:现代战争2 》的“无俄罗斯任务”,该任务要求玩家参与恐怖袭击(或者,如果他们选择不玩关卡或射击任何平民,则不参加)。 该游戏的情节相当笼统,更是FPS行动的借口,但这一使命因其对恐怖袭击软目标的刻薄描绘而引发争议。
Developers must be willing to trust the player to form an opinion, rather than have an opinion spoon-fed to them.
开发人员必须愿意信任玩家形成意见,而不是向他们提供意见。
Many video game journalists had said that it was unnecessary and was shock porn. I disagree. It was a powerful, bold choice to include this level in the story, and portrayed social events of the time in a memorable manner that people are not likely to forget.
许多视频游戏记者说,这是不必要的,是震惊色情片。 我不同意。 在故事中包含此级别是一个强大而大胆的选择,并且以令人难忘的方式刻画了当时的社交事件,人们不太可能会忘记。
A more recent celebration is that of Disco Elysium, an RPG that dared to include political commentary not only into the game, but into its gameplay as well. In fact, they even called it the Political Alignment System. You don’t choose a political alignment — it is formed from the colour of your conversation choices over the course of the game. Your eventual ideology — right-wing, left-wing, centrist, nationalist — affects your stats and the choices available to you, and the masterstroke in this instance is that Disco Elysium needles them all equally. Well, perhaps the fascism route gets mocked a little more than the others, as judged by its in-game description:
最近的庆祝活动是RPG 迪斯科Elysium ,它不仅在游戏中而且在游戏玩法中都加入了政治评论。 实际上,他们甚至称其为“政治联盟制度” 。 您无需选择政治上的统一-它是根据游戏过程中对话选择的颜色而形成的。 您最终的意识形态-右翼,左翼,中间派,民族主义者-影响着您的数据和可用的选择,而在这种情况下, 绝妙的是迪斯科极乐世界将它们都平等地扎根了。 好吧,根据其游戏内的描述,法西斯主义路线可能比其他路线受到更多嘲笑:
This is the baddest of all the ideologies, so no one admits they’re a fascist. Rather, they’re “traditionalists”. Or “nationalists”, a term they get really angry if you associate with fascism. (No one wants leprosy on their brand).
这是所有意识形态中最糟糕的一种,因此没有人承认他们是法西斯主义者。 相反,他们是“传统主义者”。 或“民族主义者”,如果您与法西斯主义联系在一起,他们会非常生气。 (没人想要麻风病在他们的品牌上)。
The emotional draw here is, of course, that pretty girl who didn’t want to sleep with you. The other ideologies don’t explain why that happened. Fascism does. Because the commies pushed the king under a street car and now nothing in the world is holy or beautiful. During your stay in Revachol plenty of women will tell you no, so, naturally, most people will pick this one. I mean, who doesn’t want “absolutely giant fascist” in their Steam achievements? Also, it goes really well with alcoholism.
当然,这里吸引人的是那个不想和你一起睡觉的漂亮女孩。 其他意识形态没有解释为什么发生这种情况。 法西斯主义确实如此。 由于敌对势力将国王推到了街车下,现在世界上没有任何圣洁或美丽的事物。 在您入住Revachol期间,很多女性不会告诉您,因此,自然而然地,大多数人会选择这种女性。 我的意思是,谁不希望Steam成就中的“绝对巨大的法西斯主义者”? 而且,它与酒精中毒非常配合。
We do the games industry a disservice every time we say that politics or social issues have no place in video games. To keep the entire platform in a vacuum while the world evolves will harm the industry in the long run: it will become overly sanitised, becoming nothing more than a platform that occasionally becomes relevant for exposing young players to lootboxes and gambling mechanics. The industry generally seems to be deathly afraid to tread on any political toes, and in doing so manages to broadcast a message that is empty to everyone.
每当我们说政治或社会问题在视频游戏中都没有立足之地时,我们就损害了游戏产业。 从长远来看,在整个世界不断发展的过程中保持整个平台处于真空状态将对整个行业造成损害:它将变得过分卫生,无非是一个偶尔使年轻玩家接触战利品和赌博机制的平台。 通常,该行业似乎非常害怕害怕踩踏任何政治脚步,并且这样做设法向所有人传播了一个空洞的信息。
We do the games industry a disservice every time we say that politics or social issues have no place in video games.
每当我们说政治或社会问题在视频游戏中都没有立足之地时,我们就损害了游戏产业。
If video games are to be taken more seriously as a work of art, then it’s time for some more developers to think about what they want to say about the world. As 2020 rolls on by, we’ve discovered a lot about how our society operates when a pandemic threatens us all. We’ve also learned about some of the saddening ways a country like America can disappoint its own citizens. It’s time to shine the light on the themes of today. Sometimes the bubble has to be burst in order to learn something new.
如果要把电子游戏作为一件艺术品来认真对待,那么现在是时候让更多的开发者考虑他们想对世界说些什么了。 随着2020年的临近,当大流行威胁到我们所有人时,我们已经发现了很多有关社会运行方式的信息。 我们还了解到像美国这样的国家会让其国民失望的一些令人难过的方式。 现在该照耀当今的主题了。 有时,必须破灭泡沫才能学习新知识。
Now to write that fanfic about Mario’s trip to Hong Kong…
现在写关于马里奥香港之行的幻想...