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La relation entre le gameplay et la narration dans les jeux numériques: le jeu DayZ et la communauté Village

Year 2020, Issue: 32, 80 - 107, 27.06.2020
https://doi.org/10.16878/gsuilet.620851

Abstract

Dans les études des jeux, la relation entre la forme du jeu et les narration du jeu est un sujet qui a provoqué des discussions prolongées. La ludologie, prenant en compte les différents aspects des autres moyens de communication, est une approche focalisée sur la forme du jeu et un ensemble de méthodes proposées par cette approche. Dans les études des jeux, les discussions théoriques doivent être soutenues par des analyses des exemples pris dans des jeux eux-mêmes. En faisant une analyse de la forme du jeu, cette recherche examine comment la narration du jeu de DayZ est établi. Dans le cadre du concept de gameplay, le focus est porté sur le processus de développement, sur le monde, la narration, l'infrastructure technologique et les mécanismes du jeu DayZ. L’ensemble des actions des joueurs dans le jeu est un autre élément qui complète le gameplay. Les méthodes ethnographiques du jeu numérique ont été utilisées pour discuter la manière par laquelle les joueurs créent leurs propres histoires. La communauté Village a été prise comme exemple afin de travailler sur la culture et les productions du joueur. Tandis que de nos jours les elements de la violence visuelle rencontrés dans les jeux digitaux font fréquemment partie des recherches, cette recherche souligne les différentes dimensions des sens apparus au cours du temps qu’on joue, en se tournant surtout vers les productions communes composées de solidarité, de coopération et d’amitié.

References

  • Aarseth, E. (2003). Playing Research:Methodological Approaches to Game Analysis. Presented at the Digital Arts & Culture Conference, Melbourne, 2003. Erişim adresi: http://courses.ischool.utexas.edu/megan/MeganCollection2/files/1472/Aarseth.pdf
  • Aarseth, E. (2007). I Fought the Law: Transgressive Play and The Implied Player. Proceedings of the 2007 DiGRA International Conference: Situated Play. Erişim adresi: http://www.digra.org/dl/db/07313.03489.pdf
  • Adorno, T.W. (2005). Minima Moralia: Sakatlanmış Yaşamdan Yansımalar. Metis Yayınları
  • Allison, F. Carter, M. Wadley, G. (2015). Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ. Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction. Erişim adresi: https://falsedichotomy2015.files.wordpress.com/2015/09/chiplay2015dichotomy_paper_3.pdf
  • Backe, H.J. ve Aarseth, E. (2013). Ludic Zombies: An Examination of Zombieizm in Games. Proceedings of the 2007 DiGRA International Conference: Situated Play. Erişim adresi: http://www.digra.org/wp-content/uploads/digital-library/paper_405.pdf
  • Bø, K. (2013). Surviving the End. Yayınlanmamış Yüksek Lisans Tezi. University of Tromsø. Erişim adresi: https://munin.uit.no/bitstream/handle/10037/5274/thesis.pdf?sequence=2
  • Carter, M. Wadley, G. Gibbs, M. (2012) “Friendly, Don’t Shoot!”: How Communication Design Can Enable Novel Social Interactions. Proceedings of the 24th Australian Computer-Human Interaction Conference. Erişim adresi: http://marcuscarter.com/wp-content/uploads/2012/10/DayZ-ozCHI-paper-Final.pdf
  • Carter, M. Gibbs, M. Wadley, G. (2013) Death and Dying in DayZ. Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death. Erişim adresi: https://people.eng.unimelb.edu.au/carterm/Papers/death%20and%20dying%20in%20dayz.pdf
  • Carter, M. Allison F. (2019). 8 Guilt in DayZ. Transgression in Games and Play. MIT Press.
  • Cristofari, C. Guitton, M. J. (2014) Surviving at Any Cost: Guilt Expression Following Extreme Ethical Conflicts in a Virtual Setting. PLoS ONE 9(7). Erişim adresi: https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0101711#s1
  • Demirbaş, Y. (2017). Oyun Çalışmalarında Dijital Anlatı ile Oyun Biçimi Karşıtlığı Ekseninde Süren Tartışmalara Farklı Bir Bakış. Moment Dergi. Cilt 4, Sayı 2. Erişim adresi: https://dergipark.org.tr/tr/download/article-file/451613
  • Frasca, G. (2000). Ephemeral games: Is it barbaric to design videogames after Auschwitz?. M. Eskelinen, R. Koskimaa (Yay. haz.) Cybertext Yearbook 2000 içinde. Erişim adresi: https://ludology.typepad.com/weblog/articles/ephemeralFRASCA.pdf
  • Frasca, G. (2001). Videogames of the Opressed: Videogames as a Means for Critical Thinking and Debate, Yayınlanmamıs Yüksek Lisans Tezi. Georgia Institute of Technology. Erişim adresi: https://ludology.typepad.com/weblog/articles/thesis/FrascaThesisVideogames.pdf
  • Glas, R. (2010). Games of Stake: Control, Agency and Ownership in World of Warcraft. Doctoral Dissertation. University of Amsterdam
  • Harman, S. (2012, 21 Ağustos). DayZ's Dean Hall: Rocket Man Rising. Eurogamer. Erişim adresi: https://www.eurogamer.net/articles/2012-08-21-dayzs-dean-hall-rocket-man-rising
  • Hine, C.M. (2000). Virtual Ethnography. Sage Publications
  • Holmes, E. (2010). Strange Reality: Glitches and Uncanny Play. Eludamos. Journal for Cumputer Game Culture. Cilt 4, Sayı 2. s. 255-276. Erişim adresi: https://eludamos.org/index.php/eludamos/article/view/vol4no2-9/188
  • Jarvinen, A. (2009). Games Without Frontiers: Methods for Game Studies and Design, VDM Verlag.
  • Jones, R. S. (2018). DayZ has sold 4 million copies. PCGamesN. Erişim adresi: https://www.pcgamesn.com/dayz/dayz-sales-numbers
  • Juul, J. (2005). Half-Real: Video Games Between Real Rules and Fictional Worlds. MIT Press
  • Karadeniz, Oğuz. (2017). Oyun İncelemelerinde Ludoloji - Narratoloji Tartışması ve Alternatif Kuramsal Arayışlar. Galatasaray Üniversitesi İleti-ş-im Dergisi. Erişim adresi: http://iletisimdergisi.gsu.edu.tr/tr/download/article-file/396144
  • Kozinetz, R. V. (2010). Netnography: Doing Ethnographic Research Online. Sage Publications
  • Lahti, E. (2012, 16 Mayıs). Day Z interview - How zombies + Arma 2 created gaming's best story machine. PC Gamer. Erişim adresi: http://www.pcgamer.com/day-z-interview-how-zombies-arma-2-created-gamings-best-story-machine/
  • RhinoCRUNCH. (2017, 2 Temmuz). Base Build! (Arma 3 DayZ) [Video]. Erişim adresi: https://www.youtube.com/watch?v=SNHp3HC6_nY&feature=youtu.be&t=721
  • Schmeink, L. (2013). DayZ: Fan-Modification for the Video Game ArmA II. SFRA Reveiw: A publication of the Science Fiction Research Association. Erişim adresi: http://www.sfra.org/resources/sfra-review/303.pdf
  • Smirnov, A. [_SenChi_]. (2015, 18 Kasım). #DayZ_vs_reality Wooden pub 19th Century, Bulanovo settlement, Tver region. Russia. [Tweet]. Erişim adresi: https://twitter.com/_SenChi__/status/666996858506604544
  • Yengin, D. (2012). Dijital Oyunlarda Şiddet. İstanbul: Beta Yayıncılık

The Relation of Gameplay and Narrative in Video Games: DayZ Video Game and Village Community

Year 2020, Issue: 32, 80 - 107, 27.06.2020
https://doi.org/10.16878/gsuilet.620851

Abstract

The relation between game narrative and game form is a subject that has provoked protracted discussion in game studies. As an approach and a set of methods proposed by this approach, ludology makes a distinction between games and other media and focuses on game form. Theoretical discussions in game studies need to be supported by the analyzes of the examples taken from the games themselves. This study examines how the narrative of DayZ is constructed by conducting a game-formal analysis. To this aim, the study focuses on the concept of gameplay, which is connected to the development process, gameworld, story, technical base, and game mechanics of the game. Another element that completes the gameplay is the set of player actions in the game. The ethnographic methods of digital play have been used to discuss how players create their own stories. The Village community was taken as an example to work on the player's culture and productions. While contemporary research frequently chooses to handle the theme of violence in digital games, this paper underlines different dimensions of meanings emerging from gameplay by elaborating on the productions of DayZ communities, which shows solidarity, co-operation, and friendship.

References

  • Aarseth, E. (2003). Playing Research:Methodological Approaches to Game Analysis. Presented at the Digital Arts & Culture Conference, Melbourne, 2003. Erişim adresi: http://courses.ischool.utexas.edu/megan/MeganCollection2/files/1472/Aarseth.pdf
  • Aarseth, E. (2007). I Fought the Law: Transgressive Play and The Implied Player. Proceedings of the 2007 DiGRA International Conference: Situated Play. Erişim adresi: http://www.digra.org/dl/db/07313.03489.pdf
  • Adorno, T.W. (2005). Minima Moralia: Sakatlanmış Yaşamdan Yansımalar. Metis Yayınları
  • Allison, F. Carter, M. Wadley, G. (2015). Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ. Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction. Erişim adresi: https://falsedichotomy2015.files.wordpress.com/2015/09/chiplay2015dichotomy_paper_3.pdf
  • Backe, H.J. ve Aarseth, E. (2013). Ludic Zombies: An Examination of Zombieizm in Games. Proceedings of the 2007 DiGRA International Conference: Situated Play. Erişim adresi: http://www.digra.org/wp-content/uploads/digital-library/paper_405.pdf
  • Bø, K. (2013). Surviving the End. Yayınlanmamış Yüksek Lisans Tezi. University of Tromsø. Erişim adresi: https://munin.uit.no/bitstream/handle/10037/5274/thesis.pdf?sequence=2
  • Carter, M. Wadley, G. Gibbs, M. (2012) “Friendly, Don’t Shoot!”: How Communication Design Can Enable Novel Social Interactions. Proceedings of the 24th Australian Computer-Human Interaction Conference. Erişim adresi: http://marcuscarter.com/wp-content/uploads/2012/10/DayZ-ozCHI-paper-Final.pdf
  • Carter, M. Gibbs, M. Wadley, G. (2013) Death and Dying in DayZ. Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death. Erişim adresi: https://people.eng.unimelb.edu.au/carterm/Papers/death%20and%20dying%20in%20dayz.pdf
  • Carter, M. Allison F. (2019). 8 Guilt in DayZ. Transgression in Games and Play. MIT Press.
  • Cristofari, C. Guitton, M. J. (2014) Surviving at Any Cost: Guilt Expression Following Extreme Ethical Conflicts in a Virtual Setting. PLoS ONE 9(7). Erişim adresi: https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0101711#s1
  • Demirbaş, Y. (2017). Oyun Çalışmalarında Dijital Anlatı ile Oyun Biçimi Karşıtlığı Ekseninde Süren Tartışmalara Farklı Bir Bakış. Moment Dergi. Cilt 4, Sayı 2. Erişim adresi: https://dergipark.org.tr/tr/download/article-file/451613
  • Frasca, G. (2000). Ephemeral games: Is it barbaric to design videogames after Auschwitz?. M. Eskelinen, R. Koskimaa (Yay. haz.) Cybertext Yearbook 2000 içinde. Erişim adresi: https://ludology.typepad.com/weblog/articles/ephemeralFRASCA.pdf
  • Frasca, G. (2001). Videogames of the Opressed: Videogames as a Means for Critical Thinking and Debate, Yayınlanmamıs Yüksek Lisans Tezi. Georgia Institute of Technology. Erişim adresi: https://ludology.typepad.com/weblog/articles/thesis/FrascaThesisVideogames.pdf
  • Glas, R. (2010). Games of Stake: Control, Agency and Ownership in World of Warcraft. Doctoral Dissertation. University of Amsterdam
  • Harman, S. (2012, 21 Ağustos). DayZ's Dean Hall: Rocket Man Rising. Eurogamer. Erişim adresi: https://www.eurogamer.net/articles/2012-08-21-dayzs-dean-hall-rocket-man-rising
  • Hine, C.M. (2000). Virtual Ethnography. Sage Publications
  • Holmes, E. (2010). Strange Reality: Glitches and Uncanny Play. Eludamos. Journal for Cumputer Game Culture. Cilt 4, Sayı 2. s. 255-276. Erişim adresi: https://eludamos.org/index.php/eludamos/article/view/vol4no2-9/188
  • Jarvinen, A. (2009). Games Without Frontiers: Methods for Game Studies and Design, VDM Verlag.
  • Jones, R. S. (2018). DayZ has sold 4 million copies. PCGamesN. Erişim adresi: https://www.pcgamesn.com/dayz/dayz-sales-numbers
  • Juul, J. (2005). Half-Real: Video Games Between Real Rules and Fictional Worlds. MIT Press
  • Karadeniz, Oğuz. (2017). Oyun İncelemelerinde Ludoloji - Narratoloji Tartışması ve Alternatif Kuramsal Arayışlar. Galatasaray Üniversitesi İleti-ş-im Dergisi. Erişim adresi: http://iletisimdergisi.gsu.edu.tr/tr/download/article-file/396144
  • Kozinetz, R. V. (2010). Netnography: Doing Ethnographic Research Online. Sage Publications
  • Lahti, E. (2012, 16 Mayıs). Day Z interview - How zombies + Arma 2 created gaming's best story machine. PC Gamer. Erişim adresi: http://www.pcgamer.com/day-z-interview-how-zombies-arma-2-created-gamings-best-story-machine/
  • RhinoCRUNCH. (2017, 2 Temmuz). Base Build! (Arma 3 DayZ) [Video]. Erişim adresi: https://www.youtube.com/watch?v=SNHp3HC6_nY&feature=youtu.be&t=721
  • Schmeink, L. (2013). DayZ: Fan-Modification for the Video Game ArmA II. SFRA Reveiw: A publication of the Science Fiction Research Association. Erişim adresi: http://www.sfra.org/resources/sfra-review/303.pdf
  • Smirnov, A. [_SenChi_]. (2015, 18 Kasım). #DayZ_vs_reality Wooden pub 19th Century, Bulanovo settlement, Tver region. Russia. [Tweet]. Erişim adresi: https://twitter.com/_SenChi__/status/666996858506604544
  • Yengin, D. (2012). Dijital Oyunlarda Şiddet. İstanbul: Beta Yayıncılık

Dijital Oyunlarda Oynanış ve Anlatı İlişkisi: DayZ Oyunu ve Village Topluluğu

Year 2020, Issue: 32, 80 - 107, 27.06.2020
https://doi.org/10.16878/gsuilet.620851

Abstract

Oyun çalışmalarında oyun biçimi ve oyun anlatılarının ilişkisi uzun süren tartışmalara neden olmuş bir konudur. Ludoloji, oyunların diğer iletişim araçlarından farklı yönlerini göz önünde bulundurarak, oyun biçimini merkeze alan bir ekol ve bu ekolün önerdiği yöntemler bütünüdür. Oyun çalışmalarındaki kuramsal tartışmaların, somut oyun örneklerinin analizi ile desteklenmesi gerekmektedir. Bu çalışmada DayZ oyununun oyun biçimsel bir analizi yapılarak oyun anlatısının nasıl kurulduğu incelenmektedir. Oynanış kavramı çerçevesinde DayZ’nin geliştirme süreci, oyun dünyası, öyküsü, teknolojik altyapısı ve oyun mekaniklerine odaklanılmaktadır. Oynanışı tamamlayan diğer bir unsur da oyuncuların oyun içindeki eylemleridir. Oyuncuların kendi öykülerini nasıl oluşturdukları ele alınırken, dijital oyun etnografisi yöntemlerinden faydalanılmıştır. Oyuncu kültürü ve üretimleri için örnek olarak Village topluluğu alınmıştır. Dijital oyunlarda görsel şiddet öğelerinin en sık ele alınan araştırma konusu olduğu günümüz şartlarında, bu çalışma DayZ oyunu çevresindeki toplulukların yardımlaşma, iş birliği ve dostluk içeren ortak üretimlerine yönelerek oynanışta ortaya çıkan anlamların farklı boyutlarının da altını çizmektedir.

References

  • Aarseth, E. (2003). Playing Research:Methodological Approaches to Game Analysis. Presented at the Digital Arts & Culture Conference, Melbourne, 2003. Erişim adresi: http://courses.ischool.utexas.edu/megan/MeganCollection2/files/1472/Aarseth.pdf
  • Aarseth, E. (2007). I Fought the Law: Transgressive Play and The Implied Player. Proceedings of the 2007 DiGRA International Conference: Situated Play. Erişim adresi: http://www.digra.org/dl/db/07313.03489.pdf
  • Adorno, T.W. (2005). Minima Moralia: Sakatlanmış Yaşamdan Yansımalar. Metis Yayınları
  • Allison, F. Carter, M. Wadley, G. (2015). Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ. Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction. Erişim adresi: https://falsedichotomy2015.files.wordpress.com/2015/09/chiplay2015dichotomy_paper_3.pdf
  • Backe, H.J. ve Aarseth, E. (2013). Ludic Zombies: An Examination of Zombieizm in Games. Proceedings of the 2007 DiGRA International Conference: Situated Play. Erişim adresi: http://www.digra.org/wp-content/uploads/digital-library/paper_405.pdf
  • Bø, K. (2013). Surviving the End. Yayınlanmamış Yüksek Lisans Tezi. University of Tromsø. Erişim adresi: https://munin.uit.no/bitstream/handle/10037/5274/thesis.pdf?sequence=2
  • Carter, M. Wadley, G. Gibbs, M. (2012) “Friendly, Don’t Shoot!”: How Communication Design Can Enable Novel Social Interactions. Proceedings of the 24th Australian Computer-Human Interaction Conference. Erişim adresi: http://marcuscarter.com/wp-content/uploads/2012/10/DayZ-ozCHI-paper-Final.pdf
  • Carter, M. Gibbs, M. Wadley, G. (2013) Death and Dying in DayZ. Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death. Erişim adresi: https://people.eng.unimelb.edu.au/carterm/Papers/death%20and%20dying%20in%20dayz.pdf
  • Carter, M. Allison F. (2019). 8 Guilt in DayZ. Transgression in Games and Play. MIT Press.
  • Cristofari, C. Guitton, M. J. (2014) Surviving at Any Cost: Guilt Expression Following Extreme Ethical Conflicts in a Virtual Setting. PLoS ONE 9(7). Erişim adresi: https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0101711#s1
  • Demirbaş, Y. (2017). Oyun Çalışmalarında Dijital Anlatı ile Oyun Biçimi Karşıtlığı Ekseninde Süren Tartışmalara Farklı Bir Bakış. Moment Dergi. Cilt 4, Sayı 2. Erişim adresi: https://dergipark.org.tr/tr/download/article-file/451613
  • Frasca, G. (2000). Ephemeral games: Is it barbaric to design videogames after Auschwitz?. M. Eskelinen, R. Koskimaa (Yay. haz.) Cybertext Yearbook 2000 içinde. Erişim adresi: https://ludology.typepad.com/weblog/articles/ephemeralFRASCA.pdf
  • Frasca, G. (2001). Videogames of the Opressed: Videogames as a Means for Critical Thinking and Debate, Yayınlanmamıs Yüksek Lisans Tezi. Georgia Institute of Technology. Erişim adresi: https://ludology.typepad.com/weblog/articles/thesis/FrascaThesisVideogames.pdf
  • Glas, R. (2010). Games of Stake: Control, Agency and Ownership in World of Warcraft. Doctoral Dissertation. University of Amsterdam
  • Harman, S. (2012, 21 Ağustos). DayZ's Dean Hall: Rocket Man Rising. Eurogamer. Erişim adresi: https://www.eurogamer.net/articles/2012-08-21-dayzs-dean-hall-rocket-man-rising
  • Hine, C.M. (2000). Virtual Ethnography. Sage Publications
  • Holmes, E. (2010). Strange Reality: Glitches and Uncanny Play. Eludamos. Journal for Cumputer Game Culture. Cilt 4, Sayı 2. s. 255-276. Erişim adresi: https://eludamos.org/index.php/eludamos/article/view/vol4no2-9/188
  • Jarvinen, A. (2009). Games Without Frontiers: Methods for Game Studies and Design, VDM Verlag.
  • Jones, R. S. (2018). DayZ has sold 4 million copies. PCGamesN. Erişim adresi: https://www.pcgamesn.com/dayz/dayz-sales-numbers
  • Juul, J. (2005). Half-Real: Video Games Between Real Rules and Fictional Worlds. MIT Press
  • Karadeniz, Oğuz. (2017). Oyun İncelemelerinde Ludoloji - Narratoloji Tartışması ve Alternatif Kuramsal Arayışlar. Galatasaray Üniversitesi İleti-ş-im Dergisi. Erişim adresi: http://iletisimdergisi.gsu.edu.tr/tr/download/article-file/396144
  • Kozinetz, R. V. (2010). Netnography: Doing Ethnographic Research Online. Sage Publications
  • Lahti, E. (2012, 16 Mayıs). Day Z interview - How zombies + Arma 2 created gaming's best story machine. PC Gamer. Erişim adresi: http://www.pcgamer.com/day-z-interview-how-zombies-arma-2-created-gamings-best-story-machine/
  • RhinoCRUNCH. (2017, 2 Temmuz). Base Build! (Arma 3 DayZ) [Video]. Erişim adresi: https://www.youtube.com/watch?v=SNHp3HC6_nY&feature=youtu.be&t=721
  • Schmeink, L. (2013). DayZ: Fan-Modification for the Video Game ArmA II. SFRA Reveiw: A publication of the Science Fiction Research Association. Erişim adresi: http://www.sfra.org/resources/sfra-review/303.pdf
  • Smirnov, A. [_SenChi_]. (2015, 18 Kasım). #DayZ_vs_reality Wooden pub 19th Century, Bulanovo settlement, Tver region. Russia. [Tweet]. Erişim adresi: https://twitter.com/_SenChi__/status/666996858506604544
  • Yengin, D. (2012). Dijital Oyunlarda Şiddet. İstanbul: Beta Yayıncılık
There are 27 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

Yavuz Demirbaş 0000-0003-2424-7203

Publication Date June 27, 2020
Acceptance Date May 30, 2020
Published in Issue Year 2020Issue: 32

Cite

APA Demirbaş, Y. (2020). Dijital Oyunlarda Oynanış ve Anlatı İlişkisi: DayZ Oyunu ve Village Topluluğu. Galatasaray Üniversitesi İletişim Dergisi(32), 80-107. https://doi.org/10.16878/gsuilet.620851

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