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獨自為伴

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維基百科,自由的百科全書
獨自為伴
  • The Company of Myself
遊戲畫面截圖
類型益智
平台網頁
開發商伊萊·皮洛寧英語Eli Piilonen
引擎Adobe Flash
模式單人
發行日2009年

獨自為伴(英語:The Company of Myself是由伊萊·皮洛寧英語Eli Piilonen於2009年發佈的Flash平台電子遊戲

玩法與情節[編輯]

《獨自為伴》講述了傑克的故事[1]。他患有社交焦慮症,傾向於獨處[2]。玩家在關卡中需要控制他到達目的地[1]。在遊戲過程中,他內心壓抑的想法會出現在畫面中[3]。遊戲中有角色複製機制,玩家可以通過創建分身到達先前無法前往的區域,一些關卡會限制分身數量[2]

開發[編輯]

在製作《獨自為伴》之前,皮洛寧熱衷於創作一些融合了解謎遊戲和角色研究的作品。他從先前Flash遊戲中汲取靈感後,提出了角色複製機制。同時他認為,通過電子遊戲這種媒介更容易與他人對話,能夠避免道貌岸然的說教。[2]

評價[編輯]

《獨自為伴》通常被認為是早期的藝術遊戲英語Art game,並因其處理心理健康問題的方式而受到讚揚。[2][4][5][6]Destructoid的湯姆·弗朗扎克認為這款遊戲非常棒。[3]該遊戲被收錄在米高·羅斯2014年出版的《250個你必須玩的獨立遊戲》一書中,[7]並且在電子遊戲研究中經常被引用。[8][9][10][11][12][13]

後續[編輯]

皮洛寧後來發佈了《獨自為伴》的前傳,名為《心靈定影》。[2][14]

參考資料[編輯]

  1. ^ 1.0 1.1 kotakuaustralia. Reader Review: The Company Of Myself. Kotaku Australia. 2010-07-14 [2024-06-11] (澳大利亞英語). 
  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 (英語). 
  3. ^ 3.0 3.1 Monday Mind Teaser: The Company of Myself. Destructoid. 2010-04-27 [2021-08-07] (加拿大英語). 
  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. doi:10.18094/si.05694. 
  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]. 
  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. ISBN 9781450310154. S2CID 2524148. doi:10.1145/2207676.2207687. 
  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可免費查閱. 
  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. S2CID 257196140. doi:10.12753/2066-026x-15-100. 
  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] (英語).