Artykuły

Nr 1(71) (2024)

Realizm allotopii i realizm ludotopii. Wprowadzenie do teorii interfejsów światotwórczych

Strony: 34-55

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Abstrakt

The article aims at tackling the issue of realist interfaces whilst answering a question of whether there is such a thing as a realist interface and whether it remains relevant to user experience design in video games at all. Having utilized the nomenclature of cognitive and transmedial narrative theory, narrative-driven world-building studies, and game studies, the author proceeds to critical examination of interfaces in Dark Souls, Elden Ring, Baldur’s Gate 3, Divinity: Original Sin 2 and Red Dead Redemption 2, in order to trace most bothersome components that can badly influence the learning curve of the player as well as the experience of coherent gaming reality. This examination aims to distinguish the realism within the ludotopia (i.e. the gameworld) and the allotopia (i.e. the imagined world wherein the gameworld can exist), addressing the needs related to understanding game rules and the principles governing the designed reality. The article concludes with a proposal of five different criteria (competence, predisposition, consequence, navigation, and perception) of world-building interfaces and a revision to the current structural classification of diegetic and non-diegetic interfaces.

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Creative Commons License

Utwór dostępny jest na licencji Creative Commons Uznanie autorstwa 4.0 Międzynarodowe.