1 thought on “The death of Miyazaki's "Soul" series in the world, others and post -human predictions”
Dwayne
Kong Dezheng The game industry in the game industry in the game industry in the game industry in the 3A game and star producers. "The reason may be that they trusted and followed them too easily to those who had made one or two excellent works; those" expecting "works in turn after turning over 2021, these actually these have actually been talked about these. Over time, these are just to lead to the only person in the world that can still maintain the "must -out boutique". The main creator of the soul "" Blood Source "and" Only Wolf ": Miyazaki Hagi. I., as the only expectation of the "star producer" of the game industry today, it is difficult to imagine if it is expected to be launched in 2021, the "Alice Ring" in cooperation with George R. R. Martin will fail, and it will be a What is the tragedy of the technical wave and commercial capital to devour independent creators: In this sense, Miyazaki Yinggao cannot "fall down the altar", which is not only for ourselves. "The Ring of Alden" is worthy of admiration that Miyazaki's continuous success is also a "classicism" success in the game category. Under the tide of commercial games in which Hollywood's filmization and simulation immersive and immersed, all the works of Miyazaki Hagi seem to be the contemporary incarnation of the "Devil City" clear version of the "Devil City" of the traditional Japanese arcade hall decades ago. A player opens the "Soul" series of games. You don't need to care about the plot, you don't need to care about the narrative elements such as character creation, emotion, etc., nor are he excited about the appearance of the image and sensory stimuli. "Heart -kill all enemies, remove all obstacles in the map and play the game, so as to get happiness at the level of" Gameplay ". Under the guidance of completely simplifying the pleasure of the game or "purification" as "defeating the enemy", Miyazaki Yinggao can make players perceive the silent and silent. The human heart is by no means deliberately instilling the artistic and thinking content, so that the "soul studies" that is not poor has become a kind of online sub -culture. What should I talk about "soul learning"? A well -known paragraph says that the maximum achievement of "Wolf" in cultural output is to teach the Chinese characters of "dead" Chinese characters who speak various languages in different languages. The most intuitive impression of Miyazaki's game for players is undoubtedly the difficulty of operational difficulty and the inevitable death experience of players. It is these unavoidable deaths and "suffering" experiences. The "meta narrative" effect generated by Miyazaki Games and players -no one can not die for Miyazaki Yinggao games. At the same time, if you are "immortal, you cannot completely perceive the palace. The meaning and charm of the game to be expressed in the game of Qi Yinggao: In the complicated digital game world in the 21st century, the "Soul" series seems to mean a contemporary humans' desperate despair of fleeting. D dialectical method of death: The meaning of death in the "Undead World" The characters controlled by players in the video game, or the failure and death of "incarnation" are indispensable parts of the player experience, allowing players to be right This is almost impossible to produce a "meta -narrative" experience beyond the game category. In the earliest arcade game, the "game currency" bought by players invested money means that players have "a few lives". After eating, you can add a life "mushroom" to be the object of the player's eyes. In the narrative space of video games, "failure", "chance of opportunity" and "death" have a priority natural equivalent, which also stipulates that "death" in the video game world is not only a life in the biological sense. The end of the end is not the death of human psychology and cognition about the sense of "demise" and "physical destruction", and more is a "re -re -enable" reincarnation consciousness: Players will not have the role of their own operations. How much emotional cognition and touches the "death" really generates, for most players, this is just a loss of "game opportunities". The regret and irritability of losing the progress of the game is far greater than the actual role of the operation "death. "Compassional experience -even if the game with excellent image technology can make the death of" incarnation "flesh and terrible, I am afraid it is difficult to stir up any emotional waves of players' emotions. At the same time, for the form of narrative of the game, the "death" of the player is just a "accident". It is a "adjustment product" and cannot be a necessary component of narrative. In a complete story, how can the protagonist of the player died halfway? How can the characters who died halfway tell this story completely? Therefore, if the player's improper operation causes the game to fail and the role of the role, the narrator can only treat this situation as a "parallel world" to deal with: players choose to "read the archive" after the role of the player dies. The world "was shaped and opened, players in this world were survived and defeated the enemy, and the story of the game continued. In other words, the process of a player clearance game means that players can avoid, but there will be many "deaths" as the node, which generates a parallel "possible world" with a number of players' deaths 1. In the end, it is only the only one in the only one. A player avoided all deaths in the world to experience the complete game story and finished the hero's adventure -the world where the role of players died in the middle of the way, with the behavior of "reading the archive" Suddenly, the value of existence has been lost. , in these games, no matter how realistic the operating (non -plot regulatory) of the player role is, it cannot be touched by the player's real emotional experience: First of all, they are just "loss of opportunities" It is not the death that players can perceive in daily life; secondly, each reading archive means the demise of the parallel world of death. The world of death. The above discussion may be always talking or even nonsense in the readers, because 99%of video games follow this set of "death" logic, and the "Sword and Sword" series "Switch or lose after the death of the player's role dies after the death of the player's role. Nai soldiers are common, and heroes are invited to come again. Interestingly, the world created by these games is the same as the world of life and death as the world of daily life. It is exactly that these "life and death" concepts in normal human cognition will give players the last "immortal" Utopia, like James Bond, is not injured in the rain of guns and bombs, and there is a parallel world with the number of "bullets 1". , there is a famous saying of Lu Xun: always, right? Obviously, Miyazaki and his "soul" series are thinking. The biggest surprise of the players who played the "Soul" series of games is at least in the internal mechanism of the game, the "archive" and "reading storage archives" behavior in the game actually appear superfluous. The game adopts a real -time instant archive mechanism. Unless it is intentionally to play the game with the "evil way", the hard -core player uses the method of strengthening the game to archive. Under normal circumstances, players did not fix their game experience in an instant "archive". Method. Inappropriate operation caused the role of the character to die at the moment of death, it is too late to archive at the moment of alive and the light of the light, and it is impossible to let the game automatically write your death records and cover it on the archive. Miyazaki's instructions continue the game to continue the game -wait? If your role has died and instant archive also covers your game experience with death, how should you continue to play? Miyazaki Hagi . The doubtful players watching the game screen is dark, and the characters they operated stand up before a bonfire -yes, in Miyazaki's "Soul" series In the game world, whether it is the Middle Ages, Victoria Kusalu, or the game world of the Japanese Warring States, there is a unique setting: the role you operate is "immortal", there is a force that makes creatures immortality. When you After the accidental death, he will be born in the recent "bonfire" where the soul gather. Yes, compared to the traditional game authors to build the plot with the "gameplay" as the core, Miyazaki Hagi actually reflects the decisive reaction of the plot's gameplay -it is the plot setting of this "immortal" world. Players' unique play experience in the "Soul" series: There is no "parallel world" here, and death is something that players operate in the plot. Time is no longer distorted into countless choice trees and parallel worlds, but is pulled back to a simple line type and constantly passing forward. Every time you die in your memory. can only be said that only in the "Soul" series of "death" in this way can players truly recognize and feel the weight of "death" and the emotional significance of the character -because only here is the death, death can death only here, and death can death only die can death only die can death only die can death only die can they die? As a kind of player who will perceive the consequences, in the existence of consequences: in "The Soul of the Devil" and "The Soul of Darkness", each death of the player character means "human nature". The spirit will gradually "live the corpse". If the player does not adopt the way to "treat" his human nature in time, it will not only damage the corresponding life value, improve the difficulty of the game, and even move towards the dark road in the game plot (this setting Dinghe's "Song of Ice and Fire" is constantly resurrected, and every resurrection has lost a little memory, and the "Lightning King" Bell Tang Delian, who has suffered from the tortured life); in "Wolf", The resurrection of the character "wolf" played by the player is because of a "power of dragon". The number of deaths of the player determines the consumption of "the power of the dragon". The accelerated spread of infectious diseases called "Dragon Cough" in the world leads to the death of NPC and the deterioration of the environment in the game world. "The Soul of the Devil" Miyazaki Yinggao will "re -read the files after death" in the tradition of the video game, which has no burden and no responsibility mechanism for players. 2. Players need to be responsible for and generate the motivation experience of actively reducing the number of deaths. The significance and depth of the "death" in the real world overflow the game world with the help of "undead". In fact, this is a dialectical method of "death": in a world where there will be "immortal", players and characters can perceive the weight and significance of "death", and compared to other games Seeking "immortal" in a possible world of death, the story theme of the "Soul" series is often seeking death and rest in a "undead" world -we move towards a kind of self -existence, the subject and this "immortal immortality "The phenomenon of death between the world. Death phenomenon: Death as others wearing a veil Although the plot setting of the "Undead World" sets the legitimacy to the role of the game, the "soul soul soul soul of Miyazaki Yinggaoka "The classic of the series is that everything is determined by" gameplay ". Although the seemingly weird and removed role death mechanism of the "archive/read file" mechanism is accompanied by a unique expression of the concept of "death", from the perspective of creativity, it is actually just the resurrection of the classic arcade game currency mechanism. It is the contemporary interpretation of arcade players who start from the previous deposit consumption with their own money to buy with their own money: as any of the 21st century "soul" series of gamers can perceive from the beginning of the gaming experience. The "being thrown into" in the 1980s: simple and rude, the game starts directly, you don’t know who you are, you don’t know what it is, and what you want to do. Kill all enemies who block the road, and then clean this map from strange to familiar in the death and resurrection experience. As he said, the players of the "Soul" series can be described as really "thrown into" into the earth. Without any words and plots, the player does not even know who he is. The experience of the entire game is a phenomenon of interaction and cognition of the entire game world of interaction and cognition. Without a small map, you need to measure and calculate every inch of land by your feet; the world is full of hostility to you and you don't know where, and your enemy is blocking you in front of the road. "Firewood" "Gray Brother", they are all full of "riddles", as if you are the people they are looking for, and the language is unknown to send you a task. As for why you accept it, you can only be in 365 miles. The road is slowly reflected; in the end, you seem to understand the mission of being "undead", "ash" or "residual ash", you have to use the way of death to the world to exchange for the rebirth of the world, but on this road, this road You are always lonely, and you can't even encounter how much you can call the "other": Husserl believes that the subject knows that "others" is a certain similarity of the other and the subject. From thinking to body, then from the body to the similarity of thinking, but this "similarity" is almost invisible in the world of the "Soul" series. What you can encounter in the world is often just an enemy who cannot communicate and can only kill. He can only move forward silently under the driver of mystery and become the only person who tries to die. So, the player's "soul" series experience is similar to the "other" theory of French philosopher Emanul Levinas: the only certainty of the player can meet With the death of "veil". Among the countless uncertainty and confusion, the only thing that player is determined is that his death must be accompanied by the resurrection before the bonfire -and this death is clear and vulgar, which can be manifested in his own incarnation. The pretty girl "becomes a dry corpse, which can be manifested in the pain of being killed by the enemy countless times. It can be manifested in the despair of the air, unable to move forward, and cannot get rid of the reincarnation of life and death.死亡戴着残忍的面纱成为了玩家唯一能够触摸到的对象和他者,在自身不断的死亡和复活中,玩家与“死亡”建立了独特的心理联系,逐渐开始可以与“死亡”共存:死亡It is no longer an event that needs to be avoided, but becomes a state of time that occurs and stretches, and it has also begun to transform into a entity that can be called an object. In the world of the "Soul" series, all texts, stories, and buildings of the building carry a layer of unreal filter. All emotions are accompanied by the crisis of demise and sales. Confirm the evidence that you exist, becoming a subject that can survive in this world and can conduct cognitive interaction with the world. Players and others are associated. Players bring death. Players are death. Players must use death to save the world. The end of the player's journey is to end their continuous resurrection. The rebirth of the world means eternal rest. The possibility of finding the subject existence and being recognized with the world in the death, as Levinas said, we have established a relationship with the world with the help of others, and confirmed in the state of eternity with others. itself. So, the death phenomenon of the "Soul" series means that the game is a intention to describe the player as the subject and the world from a subjective perspective that is opposite to the reality. In real life and other games, we stipulate the connection with the outer world in a series of priorities in the certainty of our body. "Born", it will turn into a dew -water body at any time to confirm the existence of the world, and to affirm itself with a brief existence; and in the "Soul" series, the subject of the player's operation is thrown into thin air. He The only certainty is "immortal", which is also "death". It confirms its own existence with death, and also kills the "salary king" that should not be alive as the way to communicate with the world and change the world. Reversely uses its own "death" to prove as the fundamental basis of phenomenology -it is because of the continuous death of the player's character that the existence of the world is guaranteed, and the legitimacy of the player role in the world is given to the world. Players who have a modifier and who have not experienced death will stand at the edge and end of the game and the world from the beginning, so it is impossible to understand the confirmation of self -existence in this world. This also explains the difficulty of setting the "Soul" series of games, because only players are constantly, inevitable, and unavoidable to avoid death through operations, they can find the motivation that the subject must have achieved a difference in this world must survive in this world. Including the right to choose from the end of the world. The post -human nature of death: praising death, "surpassing" death "Who are you?" In interest, in this phenomenon academic insurance, players and the entire world are constantly ignoring this Classic propositions in the history of philosophy. In general, players will say that they are the "incarnation" in the game, and this "incarnation" plays an important role in the story of the game world. However, this problem is very doubtful in the game of another "star producer": his masterpiece "Neil: Mechanical Age" has 5 endings. Players must make at least three weeks. Only by seeing the whole picture of the plot, "can see the full end" has become his distinctive personal style. At this time, the problem is that the "incarnation" of players has been changing, so who is the player in the category of a line of individual psychological internal time? At this time, the video game represented by the immersive and body -based media itself suddenly returned to the level of pure literature and text, and the player once again became a God who should be omnipotent, because only God can across the perspective of various roles, so as to make up this way. A story that cannot be fully understood for a week. "Neil: Mechanical Era" Compared with at least in response to at least echoing, multi -character perspective tells a complete story of a complete story that is complicated but still has a certainty. Players are more confused and doubtful as the "subject". If you just play along the guidance of the game, it may easily feel that there is no so -called "plot" in Miyazaki's Hagi game. Players are only a "tool person" who wants to complete the established task. "Game", defeating all enemies and experienced the thrill of killing and defeating the enemy is the only emotional experience of this game. But the actual situation is by no means, otherwise the "soul studies" cannot be so popular. What we can know is that because Miyazaki Hagi is a gameplay first, the worldview and plot of the game, so he is not drawn in advance, and then build the game world step by step, then On the contrary, after the game world needs to be gradually completed, it begins to fill the fragmentation text and plot narrative. Therefore, the real "soul" series players do not actually put their entire sense of substitution on the "undead" they operate. Countless players have played for many weeks, or even ten weeks. Equipment, weapons, and a better online PK experience, but also to be a "soul" series geographical scientists and historians, through the bodies, ruins, and props on the bodies, ruins, and props of NPC. Among them, the leading cause and effect of this world -in the category of pure game theory, Miyazaki Hagi Hyeraka and Yoko -toro, etc., seem to bring a new medium like the game back to the carnival field of the text on the paper. In this process, in the carnival of the text, in the state where the information is equal to everything, players gradually no longer care about "human nature", no longer care about their "living corpse", "incarnation" to players to players’s how to players The physical meaning has been damaged to zero, and the player has gradually begun to get rid of or avoid death because of the strong technology and equipment: multi -weekly game means that all the plot narratives of the previous game have been abandoned. No longer important, gradually master the world's certainty players, and began to re -gallop in the "Soul" series with a mechanized "omnidirectional God" mentality: in a place where death is the only certainty, the player lies in the death of death. Death gradually defeated in coexistence and interaction. This has become a paradox of another dimension, or the essential tension of the "Soul" series at all: how do we set "immortality" in advance, so as to use this as a certainty to intervene in the subject to the subject. In interactive views of the world? Is the legitimacy of the phenomenon that we get? Isn't this contradictory tension of "reverse" dialectics of death? With the explanation of "undead" and the reaching of the attempts beyond death, and then look back to explain the "soul" series games of the certainty and necessity of death, it is just a kind of "later human" to "predecessor". Writing: Miyazaki Hagi repeatedly played death as a tool and certainty without knowing the reality of death, that is, humans predict their victory in death in advance, and then stand on the banquet of victory "guilt" The land praises the loser and talks about gratitude and love for the loser. Catherine Hayler said in "How we become the virtual bodies in literature, information science and control theory", if humans calculate our long -term persistence on "calculation" or "language interpretation" In fact, we have always been post -humans; in the actual sense, the construction of the "human" body theory since the Renaissance is short -lived, and it is quickly resolved by contemporary society. Compared to the mainstream video game that tried to build a digital capitalist illusion that is trying to build the player as an absolute subject. In fact, the "Soul" series is in fact. Only through the shell inherited by the classic video game tradition, it is more to point to a disdain for the existence of the player's body, to a complete cancellation of some kind of subjectivity, while "death" as the only certainty. Logically, "immortal" and "eternal life" also stand as a certainty, so as to point to the real "postpone human" map: In the world of stagnation of death, death is used as the supreme beauty of diligent pursuit The destruction and true determined death as a rescue and the rebirth of the world may be the daily life of the "post -human" world after the arrival of the world; just like the reincarnation of infinite death and resurrection. Guda, to get rid of the reincarnation to continue the game, the expectations and reflection of "postpone humans" may also be to find a moment that can break the determined cycle of "death/immortality": the so -called Messians moment. school pair: Ding Xiao
Kong Dezheng
The game industry in the game industry in the game industry in the game industry in the 3A game and star producers. "The reason may be that they trusted and followed them too easily to those who had made one or two excellent works; those" expecting "works in turn after turning over 2021, these actually these have actually been talked about these. Over time, these are just to lead to the only person in the world that can still maintain the "must -out boutique". The main creator of the soul "" Blood Source "and" Only Wolf ": Miyazaki Hagi.
I., as the only expectation of the "star producer" of the game industry today, it is difficult to imagine if it is expected to be launched in 2021, the "Alice Ring" in cooperation with George R. R. Martin will fail, and it will be a What is the tragedy of the technical wave and commercial capital to devour independent creators: In this sense, Miyazaki Yinggao cannot "fall down the altar", which is not only for ourselves.
"The Ring of Alden"
is worthy of admiration that Miyazaki's continuous success is also a "classicism" success in the game category. Under the tide of commercial games in which Hollywood's filmization and simulation immersive and immersed, all the works of Miyazaki Hagi seem to be the contemporary incarnation of the "Devil City" clear version of the "Devil City" of the traditional Japanese arcade hall decades ago. A player opens the "Soul" series of games. You don't need to care about the plot, you don't need to care about the narrative elements such as character creation, emotion, etc., nor are he excited about the appearance of the image and sensory stimuli. "Heart -kill all enemies, remove all obstacles in the map and play the game, so as to get happiness at the level of" Gameplay ".
Under the guidance of completely simplifying the pleasure of the game or "purification" as "defeating the enemy", Miyazaki Yinggao can make players perceive the silent and silent. The human heart is by no means deliberately instilling the artistic and thinking content, so that the "soul studies" that is not poor has become a kind of online sub -culture.
What should I talk about "soul learning"? A well -known paragraph says that the maximum achievement of "Wolf" in cultural output is to teach the Chinese characters of "dead" Chinese characters who speak various languages in different languages. The most intuitive impression of Miyazaki's game for players is undoubtedly the difficulty of operational difficulty and the inevitable death experience of players. It is these unavoidable deaths and "suffering" experiences. The "meta narrative" effect generated by Miyazaki Games and players -no one can not die for Miyazaki Yinggao games. At the same time, if you are "immortal, you cannot completely perceive the palace. The meaning and charm of the game to be expressed in the game of Qi Yinggao: In the complicated digital game world in the 21st century, the "Soul" series seems to mean a contemporary humans' desperate despair of fleeting.
D dialectical method of death: The meaning of death in the "Undead World"
The characters controlled by players in the video game, or the failure and death of "incarnation" are indispensable parts of the player experience, allowing players to be right This is almost impossible to produce a "meta -narrative" experience beyond the game category. In the earliest arcade game, the "game currency" bought by players invested money means that players have "a few lives". After eating, you can add a life "mushroom" to be the object of the player's eyes. In the narrative space of video games, "failure", "chance of opportunity" and "death" have a priority natural equivalent, which also stipulates that "death" in the video game world is not only a life in the biological sense. The end of the end is not the death of human psychology and cognition about the sense of "demise" and "physical destruction", and more is a "re -re -enable" reincarnation consciousness: Players will not have the role of their own operations. How much emotional cognition and touches the "death" really generates, for most players, this is just a loss of "game opportunities". The regret and irritability of losing the progress of the game is far greater than the actual role of the operation "death. "Compassional experience -even if the game with excellent image technology can make the death of" incarnation "flesh and terrible, I am afraid it is difficult to stir up any emotional waves of players' emotions.
At the same time, for the form of narrative of the game, the "death" of the player is just a "accident". It is a "adjustment product" and cannot be a necessary component of narrative. In a complete story, how can the protagonist of the player died halfway? How can the characters who died halfway tell this story completely? Therefore, if the player's improper operation causes the game to fail and the role of the role, the narrator can only treat this situation as a "parallel world" to deal with: players choose to "read the archive" after the role of the player dies. The world "was shaped and opened, players in this world were survived and defeated the enemy, and the story of the game continued. In other words, the process of a player clearance game means that players can avoid, but there will be many "deaths" as the node, which generates a parallel "possible world" with a number of players' deaths 1. In the end, it is only the only one in the only one. A player avoided all deaths in the world to experience the complete game story and finished the hero's adventure -the world where the role of players died in the middle of the way, with the behavior of "reading the archive" Suddenly, the value of existence has been lost.
, in these games, no matter how realistic the operating (non -plot regulatory) of the player role is, it cannot be touched by the player's real emotional experience: First of all, they are just "loss of opportunities" It is not the death that players can perceive in daily life; secondly, each reading archive means the demise of the parallel world of death. The world of death. The above discussion may be always talking or even nonsense in the readers, because 99%of video games follow this set of "death" logic, and the "Sword and Sword" series "Switch or lose after the death of the player's role dies after the death of the player's role. Nai soldiers are common, and heroes are invited to come again. Interestingly, the world created by these games is the same as the world of life and death as the world of daily life. It is exactly that these "life and death" concepts in normal human cognition will give players the last "immortal" Utopia, like James Bond, is not injured in the rain of guns and bombs, and there is a parallel world with the number of "bullets 1".
, there is a famous saying of Lu Xun: always, right? Obviously, Miyazaki and his "soul" series are thinking. The biggest surprise of the players who played the "Soul" series of games is at least in the internal mechanism of the game, the "archive" and "reading storage archives" behavior in the game actually appear superfluous. The game adopts a real -time instant archive mechanism. Unless it is intentionally to play the game with the "evil way", the hard -core player uses the method of strengthening the game to archive. Under normal circumstances, players did not fix their game experience in an instant "archive". Method. Inappropriate operation caused the role of the character to die at the moment of death, it is too late to archive at the moment of alive and the light of the light, and it is impossible to let the game automatically write your death records and cover it on the archive. Miyazaki's instructions continue the game to continue the game -wait? If your role has died and instant archive also covers your game experience with death, how should you continue to play?
Miyazaki Hagi
. The doubtful players watching the game screen is dark, and the characters they operated stand up before a bonfire -yes, in Miyazaki's "Soul" series In the game world, whether it is the Middle Ages, Victoria Kusalu, or the game world of the Japanese Warring States, there is a unique setting: the role you operate is "immortal", there is a force that makes creatures immortality. When you After the accidental death, he will be born in the recent "bonfire" where the soul gather. Yes, compared to the traditional game authors to build the plot with the "gameplay" as the core, Miyazaki Hagi actually reflects the decisive reaction of the plot's gameplay -it is the plot setting of this "immortal" world. Players' unique play experience in the "Soul" series: There is no "parallel world" here, and death is something that players operate in the plot. Time is no longer distorted into countless choice trees and parallel worlds, but is pulled back to a simple line type and constantly passing forward. Every time you die in your memory.
can only be said that only in the "Soul" series of "death" in this way can players truly recognize and feel the weight of "death" and the emotional significance of the character -because only here is the death, death can death only here, and death can death only die can death only die can death only die can death only die can they die? As a kind of player who will perceive the consequences, in the existence of consequences: in "The Soul of the Devil" and "The Soul of Darkness", each death of the player character means "human nature". The spirit will gradually "live the corpse". If the player does not adopt the way to "treat" his human nature in time, it will not only damage the corresponding life value, improve the difficulty of the game, and even move towards the dark road in the game plot (this setting Dinghe's "Song of Ice and Fire" is constantly resurrected, and every resurrection has lost a little memory, and the "Lightning King" Bell Tang Delian, who has suffered from the tortured life); in "Wolf", The resurrection of the character "wolf" played by the player is because of a "power of dragon". The number of deaths of the player determines the consumption of "the power of the dragon". The accelerated spread of infectious diseases called "Dragon Cough" in the world leads to the death of NPC and the deterioration of the environment in the game world.
"The Soul of the Devil"
Miyazaki Yinggao will "re -read the files after death" in the tradition of the video game, which has no burden and no responsibility mechanism for players. 2. Players need to be responsible for and generate the motivation experience of actively reducing the number of deaths. The significance and depth of the "death" in the real world overflow the game world with the help of "undead". In fact, this is a dialectical method of "death": in a world where there will be "immortal", players and characters can perceive the weight and significance of "death", and compared to other games Seeking "immortal" in a possible world of death, the story theme of the "Soul" series is often seeking death and rest in a "undead" world -we move towards a kind of self -existence, the subject and this "immortal immortality "The phenomenon of death between the world.
Death phenomenon: Death as others wearing a veil
Although the plot setting of the "Undead World" sets the legitimacy to the role of the game, the "soul soul soul soul of Miyazaki Yinggaoka "The classic of the series is that everything is determined by" gameplay ". Although the seemingly weird and removed role death mechanism of the "archive/read file" mechanism is accompanied by a unique expression of the concept of "death", from the perspective of creativity, it is actually just the resurrection of the classic arcade game currency mechanism. It is the contemporary interpretation of arcade players who start from the previous deposit consumption with their own money to buy with their own money: as any of the 21st century "soul" series of gamers can perceive from the beginning of the gaming experience. The "being thrown into" in the 1980s: simple and rude, the game starts directly, you don’t know who you are, you don’t know what it is, and what you want to do. Kill all enemies who block the road, and then clean this map from strange to familiar in the death and resurrection experience.
As he said, the players of the "Soul" series can be described as really "thrown into" into the earth. Without any words and plots, the player does not even know who he is. The experience of the entire game is a phenomenon of interaction and cognition of the entire game world of interaction and cognition. Without a small map, you need to measure and calculate every inch of land by your feet; the world is full of hostility to you and you don't know where, and your enemy is blocking you in front of the road. "Firewood" "Gray Brother", they are all full of "riddles", as if you are the people they are looking for, and the language is unknown to send you a task. As for why you accept it, you can only be in 365 miles. The road is slowly reflected; in the end, you seem to understand the mission of being "undead", "ash" or "residual ash", you have to use the way of death to the world to exchange for the rebirth of the world, but on this road, this road You are always lonely, and you can't even encounter how much you can call the "other": Husserl believes that the subject knows that "others" is a certain similarity of the other and the subject. From thinking to body, then from the body to the similarity of thinking, but this "similarity" is almost invisible in the world of the "Soul" series. What you can encounter in the world is often just an enemy who cannot communicate and can only kill. He can only move forward silently under the driver of mystery and become the only person who tries to die.
So, the player's "soul" series experience is similar to the "other" theory of French philosopher Emanul Levinas: the only certainty of the player can meet With the death of "veil". Among the countless uncertainty and confusion, the only thing that player is determined is that his death must be accompanied by the resurrection before the bonfire -and this death is clear and vulgar, which can be manifested in his own incarnation. The pretty girl "becomes a dry corpse, which can be manifested in the pain of being killed by the enemy countless times. It can be manifested in the despair of the air, unable to move forward, and cannot get rid of the reincarnation of life and death.死亡戴着残忍的面纱成为了玩家唯一能够触摸到的对象和他者,在自身不断的死亡和复活中,玩家与“死亡”建立了独特的心理联系,逐渐开始可以与“死亡”共存:死亡It is no longer an event that needs to be avoided, but becomes a state of time that occurs and stretches, and it has also begun to transform into a entity that can be called an object. In the world of the "Soul" series, all texts, stories, and buildings of the building carry a layer of unreal filter. All emotions are accompanied by the crisis of demise and sales. Confirm the evidence that you exist, becoming a subject that can survive in this world and can conduct cognitive interaction with the world. Players and others are associated. Players bring death. Players are death. Players must use death to save the world. The end of the player's journey is to end their continuous resurrection. The rebirth of the world means eternal rest. The possibility of finding the subject existence and being recognized with the world in the death, as Levinas said, we have established a relationship with the world with the help of others, and confirmed in the state of eternity with others. itself.
So, the death phenomenon of the "Soul" series means that the game is a intention to describe the player as the subject and the world from a subjective perspective that is opposite to the reality. In real life and other games, we stipulate the connection with the outer world in a series of priorities in the certainty of our body. "Born", it will turn into a dew -water body at any time to confirm the existence of the world, and to affirm itself with a brief existence; and in the "Soul" series, the subject of the player's operation is thrown into thin air. He The only certainty is "immortal", which is also "death". It confirms its own existence with death, and also kills the "salary king" that should not be alive as the way to communicate with the world and change the world. Reversely uses its own "death" to prove as the fundamental basis of phenomenology -it is because of the continuous death of the player's character that the existence of the world is guaranteed, and the legitimacy of the player role in the world is given to the world. Players who have a modifier and who have not experienced death will stand at the edge and end of the game and the world from the beginning, so it is impossible to understand the confirmation of self -existence in this world. This also explains the difficulty of setting the "Soul" series of games, because only players are constantly, inevitable, and unavoidable to avoid death through operations, they can find the motivation that the subject must have achieved a difference in this world must survive in this world. Including the right to choose from the end of the world.
The post -human nature of death: praising death, "surpassing" death
"Who are you?" In interest, in this phenomenon academic insurance, players and the entire world are constantly ignoring this Classic propositions in the history of philosophy. In general, players will say that they are the "incarnation" in the game, and this "incarnation" plays an important role in the story of the game world. However, this problem is very doubtful in the game of another "star producer": his masterpiece "Neil: Mechanical Age" has 5 endings. Players must make at least three weeks. Only by seeing the whole picture of the plot, "can see the full end" has become his distinctive personal style. At this time, the problem is that the "incarnation" of players has been changing, so who is the player in the category of a line of individual psychological internal time? At this time, the video game represented by the immersive and body -based media itself suddenly returned to the level of pure literature and text, and the player once again became a God who should be omnipotent, because only God can across the perspective of various roles, so as to make up this way. A story that cannot be fully understood for a week.
"Neil: Mechanical Era"
Compared with at least in response to at least echoing, multi -character perspective tells a complete story of a complete story that is complicated but still has a certainty. Players are more confused and doubtful as the "subject". If you just play along the guidance of the game, it may easily feel that there is no so -called "plot" in Miyazaki's Hagi game. Players are only a "tool person" who wants to complete the established task. "Game", defeating all enemies and experienced the thrill of killing and defeating the enemy is the only emotional experience of this game. But the actual situation is by no means, otherwise the "soul studies" cannot be so popular. What we can know is that because Miyazaki Hagi is a gameplay first, the worldview and plot of the game, so he is not drawn in advance, and then build the game world step by step, then On the contrary, after the game world needs to be gradually completed, it begins to fill the fragmentation text and plot narrative. Therefore, the real "soul" series players do not actually put their entire sense of substitution on the "undead" they operate. Countless players have played for many weeks, or even ten weeks. Equipment, weapons, and a better online PK experience, but also to be a "soul" series geographical scientists and historians, through the bodies, ruins, and props on the bodies, ruins, and props of NPC. Among them, the leading cause and effect of this world -in the category of pure game theory, Miyazaki Hagi Hyeraka and Yoko -toro, etc., seem to bring a new medium like the game back to the carnival field of the text on the paper.
In this process, in the carnival of the text, in the state where the information is equal to everything, players gradually no longer care about "human nature", no longer care about their "living corpse", "incarnation" to players to players’s how to players The physical meaning has been damaged to zero, and the player has gradually begun to get rid of or avoid death because of the strong technology and equipment: multi -weekly game means that all the plot narratives of the previous game have been abandoned. No longer important, gradually master the world's certainty players, and began to re -gallop in the "Soul" series with a mechanized "omnidirectional God" mentality: in a place where death is the only certainty, the player lies in the death of death. Death gradually defeated in coexistence and interaction.
This has become a paradox of another dimension, or the essential tension of the "Soul" series at all: how do we set "immortality" in advance, so as to use this as a certainty to intervene in the subject to the subject. In interactive views of the world? Is the legitimacy of the phenomenon that we get? Isn't this contradictory tension of "reverse" dialectics of death? With the explanation of "undead" and the reaching of the attempts beyond death, and then look back to explain the "soul" series games of the certainty and necessity of death, it is just a kind of "later human" to "predecessor". Writing: Miyazaki Hagi repeatedly played death as a tool and certainty without knowing the reality of death, that is, humans predict their victory in death in advance, and then stand on the banquet of victory "guilt" The land praises the loser and talks about gratitude and love for the loser.
Catherine Hayler said in "How we become the virtual bodies in literature, information science and control theory", if humans calculate our long -term persistence on "calculation" or "language interpretation" In fact, we have always been post -humans; in the actual sense, the construction of the "human" body theory since the Renaissance is short -lived, and it is quickly resolved by contemporary society. Compared to the mainstream video game that tried to build a digital capitalist illusion that is trying to build the player as an absolute subject. In fact, the "Soul" series is in fact. Only through the shell inherited by the classic video game tradition, it is more to point to a disdain for the existence of the player's body, to a complete cancellation of some kind of subjectivity, while "death" as the only certainty. Logically, "immortal" and "eternal life" also stand as a certainty, so as to point to the real "postpone human" map:
In the world of stagnation of death, death is used as the supreme beauty of diligent pursuit The destruction and true determined death as a rescue and the rebirth of the world may be the daily life of the "post -human" world after the arrival of the world; just like the reincarnation of infinite death and resurrection. Guda, to get rid of the reincarnation to continue the game, the expectations and reflection of "postpone humans" may also be to find a moment that can break the determined cycle of "death/immortality": the so -called Messians moment.
school pair: Ding Xiao