In today’s media convergence society,the essence and form of the existence of literary subjects have undergone significant changes.The "plague" of the Postmodern literature world predicted by Italo Calvino seems to have already arrived: after the21 st Centuries,human has entered the post-industrial society,"the rapid development of microelectronic technology,the surging of audio-visual culture,the superficiality and vulgarization of mass culture" have all strongly impacted the inherent status of traditional media,including literature.While the age of traditional literature is on the wane,the video game is rapidly occupying the mainstream market,and has become a new mainstream art form.This thesis aims to focus on "What Remains of Edith Finch" as a starting point to demonstrate how games in the big data era have become a special way for literature to re-establish subjectivity.First of all,on the basis of the definition of the related concepts,this paper discusses how the video games and narrative permeates each other from a macro perspective.The video games widely absorbed various cultural contents,fully merges various artistic medium,can play the rich sense organ supplement function to the plain text,and help the audience to achieve the immersion better.What’s more,it can make up the difference of the subject through the interactive character of the game,provide the audience with the space to write their own,and complete the cooperate between the author and the reader.Then this paper will discuss "What Remains of Edith Finch" from multiple perspectives.From the point of view of narrative strategy,the linear narrative of the game contains rich interlacing branches,provides the player with a unique ergodic experience.Space also plays an important role in the narrative,not only promoting the narrative process,it also affects the interlaced presentation of the inner and outer time distances.From the narrative perspective,the game chooses the first-person perspective which is more advantageous to its thematic expression,and makes up the shortcomings of the first-person perspective through various means.In the game,the boundary between the narrator and the audience keeps wandering,and the visual angle keeps switching in three different ways,thus realizing the diversified aggregation of the family tree in the narrative,which is creative.From the perspective of design technology,all game prototypes revolve around the dominant tone set by the lead designer.Rich natural spaces,aesthetically pleasing subtitles,elaborate spatial settings,interactive puzzle-solving machines,multi-media elements such as music,comics,photography and origami,in the game narrative under the overall planning,have shown their own characteristics of new media,they interweave,develop strengths and circumvent weaknesses,together to develop a unique expression space,echoing the game narrative content and the main tone.From the perspective of aesthetic effect,the anti-rational family death story and religious narrative elements give the game a unique magical reality shell,which enhances the fantastic and mysterious effect of the game,the discussion of death in the game endows the game with a unique aesthetic kernel,and the carnival writing beyond death brings the full sense of sublimity and gives the game the power to shake people’s hearts.To sum up,it can be seen that games,as another artistic carrier parallel to books,are helping to reshape the self-subjectivity of literature by absorbing the cultural characteristics of traditional literature itself,thus playing the role of infecting and even educating.Literature is also permeating with the new art form.It becomes the main carrier of aesthetic feeling and depth in game design,playing a good complementary role to the technical short board,from which it also realizes its own transformation,it has become a new form of hypertext literature under the infiltration of technology,and spread into the mainstream of today’s cultural upsurge.This paper chooses "What Remains of Edith Finch" as a typical case of the cross-combination of literature and video games,and analyzes the narrative art of this game,to explore the interpenetration of literature and video games to open the brilliant fusion media window,as well as to bring a profound and wonderful aesthetic experience for the audience. |