前言:
MIT选择了Homo Ludens作为第一讲,无疑为整个电子游戏理论课程定下了基调。从人类学,哲学领域出发,以跨学科的方法研究当今最先进的媒体平台。而这也是游戏叙事学派(Narratology)的理论出发点之一。在研究游戏之前,需要理清“玩Play”和“游戏Games”之间的关系,正确的认识玩耍作为人类本能的行为模式,才能更好的理解游戏的特征和其存在的意义。
这一讲基于荷兰学者的著作,英语版也是由荷兰语翻译而成,因此在处理“Play”的名词(玩耍)和动词含义间没有能够特别区分开,需要读者仔细揣摩。这类似于汉语中既可以用作名词,也可以作动词的“游戏”。个人认为这一讲中的一大要点是“Magic cycle”“魔法圈”,因为游戏作为脱离现实的有限活动,其受到规则,空间和时间的制约。这些限制也是分割游戏和现实世界的边界,是游戏的底层支撑。而规则可以是具体的“双脚不能离开地面”,也可以是概念上的“玩过家家”。这种make-believe(相信)可以取代具体的规则,也是现代电子游戏沉浸感,代入感的来源。我将以高达形态出击
CMS.300 – Intro to Video Game Theory
Session 1 – PLAY 玩
Reading
Huizinga, Homo Ludens Ch.1: Nature & Significance of Play as a Cultural Phenomenon.
《游戏的人》第一章:玩耍作为一种文化现象的本质和意义
Concepts/Keywords
Play / Playfulness 玩
Meaningful Play 有意义的玩
Magic Circle → Ritual “魔法圈”→ 仪式
Play as Contest 作为比赛的玩耍
Fun 乐趣
Goals
Understand play as a mode to act
理解玩耍作为一种行为模式
Relate play to a set of activities (ritual, sports, theatre, etc.)
将玩耍与一系列活动联系起来(仪式、体育、戏剧)
get across Huizinga's concepts of:
Huizinga (and other readings)
Meaningful play 有意义的玩耍
Magic circle “魔法圈”
Play as contest 作为竞争比赛的玩耍
Play as primary formative element of human culture
玩耍(游戏)是人类文化的主要形成因素
Huizinga, Dutch historian – Aesthetic approach (art & spectacle as part of culture)
约翰·赫伊津哈(Johan Huizinga,1872年12月7日 - 1945年2月1日),荷兰语言学家和历史学家。1915年成为莱登大学教授,1932年任校长。
Play 玩耍:
part of human nature (& animals)
是人类的天性(也是动物的)
Initially studied by anthropologists, educators, philosophers
最初由人类学家、教育家、哲学家研究
Play = a mode that we enter; a state of mind that must be shared
玩耍 是一种人类可以进入的行为模式;一种必须分享的精神状态(心理学概念,Share state of mind)
Questions:
Q: What are some playful activities (that are not games)?
有哪些好玩的活动,(但又不是游戏)?
(e.g. make-believe,jokes,pranks, songs, parody, irony)
(例如 在脑海中幻想,笑话,恶作剧、歌曲、戏仿、讽刺)
Not all play is a game but play is necessary for having a game.
并不是所有的玩耍都涉及到游戏,但是玩是游戏的前提条件。
List of characteristics of play according to Huizinga:
根据Huizinga的描述,玩耍/游戏的特征有:
玩耍可以在任何时候停止-除非它具有某种文化功能(列如 一种仪式或者典礼)
什么是仪式或典礼?玩耍是仪式或典礼的一部分吗?
“In myth, primitive man seeks to account for the the world of phenomena by grounding it in the Divine. In all the wild imaginings of mythology a fanciful spirit is playing on the border-line between jest and earnest.” “Or finally, let us take ritual. Primitive society performs its sacred rites, its sacrifices, consecrations and mysteries, all of which serve to guarantee the well-being of the wild, in a spirit of pure play truly understand.”
“对于神话传说,原始人试图通过将“现象世界”根植于神性来解释。在所有神话的狂野想象中,一种幻想的精神在玩笑和认真之间飘移不定。” “让我们以仪式为例。原始社会以一种纯粹的玩耍精神来履行其神圣的仪式、祭祀、奉献和神秘,所有这些都是为了保障自然的幸福。”
2) 2 – Not ordinary / Real Life: not Serious (although Serious /non-laughable vs. fun isn’t a productive comparison) 不寻常 / 非真实生活:不是认真的 (虽然认真 / 不好笑的 不能和 有趣的来进行对比)
i) Q: What does “Serious” mean?
“认真”指什么?
“真正的”和“这只是个游戏”
Serious work of ordinary life, which play can not satisfied the need of it. Play is a non-material activity, a step out of the “Real” life into a temporary sphere of activity. Every child knows perfectly well that he is “only pretending”, or that it was “only for fun”.
在日常生活中的工作是严肃的,其所满足的物质需求是哪种玩耍都不能的。玩游戏是一种非生产性的,非物质的活动,是从“真实”生活进入临时活动领域的一步。每个孩子都很清楚,他在游戏中“只是在假装”,或者说“只是为了好玩”。
3) Absorbing nonetheless 尽管非真实,仍会沉迷其中
“The conscious of play being “only a pretend” does not by any means prevent it from proceeding with the utmost serious, with an absorption, a deviation that passes into rapture and, temporarily at least, completely abolishes that troublesome “only” feeling.”
“意识到玩游戏“只是一种假装”并不能阻止它转变为最严重的、全神贯注的、欣喜若狂的行为,至少在这种状态下会暂时完全消除了那种令人烦恼的“只是一种假装”的感觉”
4) Necessary break from Real Life 现实生活中的必要休息
i) Q: How is play meaningful?
玩耍的意义是什么?(动物游戏之谜)
“It interpolates itself as a temporary activity satisfying in itself and ending there. It has a life function as well as a culture function. It adoms life, amplifies it and is to that extent a necessity for the individual. And for society by reason of the meaning it contains, its significance, its expressive value, its spiritual and social associations.”
“玩耍是一种暂时性的活动,自我满足并自动结束。它既有生活上的功能,也有文化上的功能。它使人适应生活,充实生活,在某种程度上是个人的必需品。对社会来说它的意义在于它所包含的含义、它的价值表达、精神和社会联系。”
What makes it separated from “Real”, the space and time of game/play, its order and rules, you break the circle, the whole play collapse.
“魔法圈”让游戏和玩耍与“真实世界”分离,它是游戏的空间和时间边界,是游戏的秩序和规则,当你打破了这个边界,整个游戏世界就崩塌了。
举几个例子?(游戏场地,剧院)
“The arena, the card-table, the temple, stage, screen, tennis court, court of justice. All are in form and function play-grounds.”
竞技场、牌桌、寺庙、舞台、屏幕、网球场、法院。所有这些都是形式和功能齐全的游戏场地。
可重复的,可以传递的(指你可以教给别人怎么玩游戏)
9) Order, organized秩序,规则
“Into a imperfect world and the confusion of life, it brings a temporary a limited perfection. Aesthetic. Play has a tendency to be beautiful, rhythm and harmony.”
“充满规则的游戏世界为不完美且混乱的现实和日常生活带来了暂时的、有限的完美(英语文学认为日常生活是最混乱随机的过程 As chaos as life itself)。同时规则也意味着美学内涵。因此游戏天生具有优美、韵律、和谐的倾向。”
10) Tension (vs. solution) → Suspense → unknown outcome (relat0+-es to 'Space Time' of 3)
紧绷(解)→ 悬疑 → 未知的结果
“A testing of the player’s prowess: his courage, tenacity, resources, his spiritual powers - his “fairness”.”
游戏的结果通常是未知的,而游戏的过程往往充满挑战,因此“游戏是对玩家能力的考验:他的勇气、坚韧、资源和精神的力量——他的“公正””
规则支撑了游戏存在的空间 → 结合 vs.破坏(作弊,扫兴)
“The spoil-sport shatters the play-world itself, therefore he must be cast out, for threatens the existence of the play-community.”
“扫兴的人破坏了游戏世界本身,因此他必须被赶出去,因为它威胁着游戏社区的存在。”(结合上文提到的人类社会诞生于游戏,想一想为什么针对反社会和叛国者的刑罚最重?)
游戏有一个明确的终点(结束的条件)
游戏促进了社会群体的产生、分化
在游戏结束后,玩家群体仍存续(游戏是人类社会的形成因素)
高级俱乐部式的游戏 (面具,装扮,模仿,角色扮演)
游戏是非生产活动(该论点被人反复讨论,比如赌博完全是涉及到个人利益的游戏活动,但原作者这里指游戏活动和日常工作活动的不同之处)
不能获利 (this is contested by Caillois: pro games, contests, & gambling)
(该论点被Caillois反驳,见第二讲)
5 & 6 are both 'The representation of contest'
第五点与第六点都是游戏竞争性的一面
What do you play for? What's the point?
你为什么玩游戏?意义是什么?
(Animals play too) → Play in itself, rather than for some purpose (training, relief)
(动物也玩游戏)→ 玩的意义在于其本身,而不是为了任何目的(训练,放松)
According to Huizinga:
CONTEST: competition *without consequences
竞争性游戏:比赛、竞赛 *没有后果的(对抗冲突)
REPRESENTATION: Identification, do something to make it happen *(wishing)
象征性游戏:认同,做某事以达到想要的结果 *(许愿,角色扮演)
(Huizinga), flirting, make-believe, rites, Dromenon, music, dance
RITUAL AS SACRED PLAY
作为神圣仪式的游戏
NEXT CLASS: GAMES, as specific play activity, quintessentially ludus
下一讲:游戏,作为一种特殊的玩耍活动,典型的游戏
阅读节选:
In play there is something "at play" which transcends the immediate needs of life and imparts meaning to the action. 在游戏的过程中有一种看不见的东西在发挥作用,使其超越了生活的直接需求并且为游戏注入了意义。
All these assumption that play must serve something which is not play, that it must have some kind of biological purpose. 所有这些(关于游戏的意义)假设都认为玩耍应该服务于玩耍之外的需求,并且必须有某种生物学意义。(作者认为这些假设都是错误的,玩耍的唯一目的和作用就是为了满足想要玩耍的需求)
The fun of playing ... As a concept, it cannot be reduced to any other mental category. ... this fun-element that characterizes the essence of play. 玩耍的乐趣,作为一个概念,不能被归纳到其他精神分类,这个“乐趣”的元素代表了玩耍的本质特征。
Pure play is one of the main bases of civilization. 纯粹的玩耍是人类文明的主要构成基础之一。
The spoil-sport shatters the play-world itself. By withdrawing from the game he reveals the relativity and fragility of the play-world in which he had temporarily shut himself with others. Therefore he must be cast out, for the threatens the existence of the play-community ... however, that the spoil-sports in their turn make a community with rules of its own. 扫兴者破坏了游戏世界。通过从游戏中退出,他揭露了曾经和别人共处的游戏世界的真实世界联系和脆弱性。因此他必须被驱逐出去,因为他威胁到了玩家社区的存在。然而,被驱逐的玩家将重新建立起他们自己的游戏世界和规则。()出埃及记中,信奉上帝的以色列人离开埃及,建立新的国家
The "differetness" and secrecy of play are most vividly expressed in "dressing up". 玩耍“与众不同”和秘密的特征,在“角色扮演”中最为生动的表现出来。
Summing up the formal characteristics of play we might call it a free activity standing quite consciously outside "ordinary" life as being "not serious", but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings which tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means. 总结玩耍的主要特征,使我们可以称它是一种脱离了“日常”生活的,“不严肃的”,自由的活动。但玩耍又同时会强烈而彻底的吸引玩家全神贯注。它是一种不和物质利益联系的活动,没有人可以从玩耍中盈利。玩耍在自己的时间和空间边界中,按照固定的规则和秩序进行。它推动了社会群体的形成,这些小圈子倾向于用秘密包围自身,并利用伪装和其它手段强化他们和普通世界的差异。
One of the most important characteristics of play was its spatial separation from ordinary life. A closed space is marked out for it, either materially or ideally, hedged off from the everyday surroundings. Inside this space the play proceeds, inside it the rules obtain. 玩耍的最重要的特征之一是其在空间上和日常生活所分离,这些分割可能是物质上的或是精神上的,从而脱离了日常环境。玩耍在其独特的空间中进行,规则在空间中诞生。