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独自为伴

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维基百科,自由的百科全书
独自为伴
  • The Company of Myself
游戏画面截图
类型益智
平台网页
开发商伊莱·皮洛宁英语Eli Piilonen
引擎Adobe Flash
模式单人
发行日2009年

独自为伴(英语:The Company of Myself是由伊莱·皮洛宁英语Eli Piilonen于2009年发布的Flash平台电子游戏

玩法与情节

《独自为伴》讲述了杰克的故事[1]。他患有社交焦虑症,倾向于独处[2]。玩家在关卡中需要控制他到达目的地[1]。在游戏过程中,他内心压抑的想法会出现在画面中[3]。游戏中有角色复制机制,玩家可以通过创建分身到达先前无法前往的区域,一些关卡会限制分身数量[2]

开发

在制作《独自为伴》之前,皮洛宁热衷于创作一些融合了解谜游戏和角色研究的作品。他从先前Flash游戏中汲取灵感后,提出了角色复制机制。同时他认为,通过电子游戏这种媒介更容易与他人对话,能够避免道貌岸然的说教。[2]

评价

《独自为伴》通常被认为是早期的艺术游戏英语Art game,并因其处理心理健康问题的方式而受到赞扬。[2][4][5][6]Destructoid的汤姆·弗朗扎克认为这款游戏非常棒。[3]该游戏被收录在迈克尔·罗斯2014年出版的《250个你必须玩的独立游戏》一书中,[7]并且在电子游戏研究中经常被引用。[8][9][10][11][12][13]

后续

皮洛宁后来发布了《独自为伴》的前传,名为《心灵定影》。[2][14]

参考资料

  1. ^ 1.0 1.1 kotakuaustralia. Reader Review: The Company Of Myself. Kotaku Australia. 2010-07-14 [2024-06-11]. (原始内容存档于2024-08-05) (澳大利亚英语). 
  2. ^ 2.0 2.1 2.2 2.3 2.4 These Games Explore the Struggle to Seek Psychological Help. www.vice.com. 2016-08-16 [2024-06-11]. (原始内容存档于2024-06-11) (英语). 
  3. ^ 3.0 3.1 Monday Mind Teaser: The Company of Myself. Destructoid. 2010-04-27 [2021-08-07]. (原始内容存档于2024-06-11) (加拿大英语). 
  4. ^ Salter, Anastasia. Flash: building the interactive web. Cambridge, Massachusetts. 2014: 108–109. ISBN 9780262028028. 
  5. ^ A medley of meanings: Insights from an instance of gameplay in League of Legends. Journal of Comparative Research in Anthropology and Sociology: 228. 
  6. ^ Childs, Mark; Peachey, Anna. Understanding learning in virtual worlds. London. 2013: 11. ISBN 9781447153702. 
  7. ^ Rose, Mike. 250 indie games you must play. Boca Raton, FL. 2011: 162. ISBN 9781439875759. 
  8. ^ Demi̇Rbaş, Kerem Yavuz. DİJİTAL OYUNLARA "OYUN TÜRÜ" YAKLAŞIMLARININ SORUNLARI: "PLATFORM OYUNLARI" TÜRÜ ÖRNEĞİ. SELÇUK ÜNİVERSİTESİ İLETİŞİM FAKÜLTESİ AKADEMİK DERGİSİ. 2015-08-06, 9 (1): 363 [2024-06-11]. doi:10.18094/si.05694. (原始内容存档于2024-09-06). 
  9. ^ Orsini Martinelli, Felipe; Armando Valente, Jose. Os Jogos Digitais Vistos Pelo Jogador: análise de aspectos narrativos (PDF). SBGames Proceedings of SBC (ISSN 2179-2259). [2021-07-21]. (原始内容存档 (PDF)于2024-06-11). 
  10. ^ Andersen, Erik; O'Rourke, Eleanor; Liu, Yun-En; Snider, Richard; Lowdermilk, Jeffrey; Truong, David; Cooper, Seth; Popovic, Zoran. The Impact of Tutorials on Games of Varying Complexity. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Department of Computer Science & Engineering, University of Washington. 2012: 59–68 [2024-06-11]. ISBN 9781450310154. S2CID 2524148. doi:10.1145/2207676.2207687. (原始内容存档于2023-05-14). 
  11. ^ Eurídice Cabañes, Eurídice; Rubio Méndez, María. IDENTITY AND SIMULACRUM: THANK YOU MARIO, BUT YOUR IDENTITY IS IN ANOTHER CASTLE. 
  12. ^ Adellin, Riannatta; Khuan, Chen Tet; Gertrude, Leo David. Conceptual Framework Puzzle Game with High Replayability. Journal of Physics: Conference Series. 2019, 1228 (1): 012070. Bibcode:2019JPhCS1228a2070A. doi:10.1088/1742-6596/1228/1/012070可免费查阅. 
  13. ^ Marinescu Nenciu, Alina Petra; Rughinis, Cosima. Every Day the Same Dream? Social Critique Through Serious Gameplay. 11th International Conference eLearning and Software for Education 2. Bucharest. 2015: 65–72 [2024-06-11]. S2CID 257196140. doi:10.12753/2066-026x-15-100. (原始内容存档于2024-09-03). 
  14. ^ published, Joe Donnelly. Getting help is hard – these games helped me make first contact with mental health professionals. gamesradar. 2023-05-17 [2024-06-11]. (原始内容存档于2024-08-12) (英语).