Playing History: Study of the Computer Game "Romance of Threekingdoms,,
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Playing History: Study of the Computer Game "Romance of Three Kingdoms,, Wong Sun Fai A Thesis Submitted in Partial Fulfilment of the Requirements for the Degree of Master of Philosophy in History © The Chinese University of Hong Kong July 2001 The Chinese University of Hong Kong holds the copyright of this thesis. Any person(s) intending to use a part or whole of the materials in the thesis in a proposed publication must seek copyright release from the Dean of the Graduate School. i I ] f^R • !一 ?\ 一 、丨I V .^LIBRARY SYSTEI^f Playing History: Study of the Computer Game Romance of Three Kingdoms 102/102 Abstract of thesis entitled: Playing History: Study of the Computer Game "Romance of Three Kingdoms,, Submitted by Wong Sun Fai for the degree of Master of Philosophy in History at The Chinese University of Hong Kong in June 2001 Abstract Computer game is not only a kind of entertainment, but also a kind of new media. Its difference from all the other media is that computer game provides information to players while changes the content of information. Books offer a static structure of information to readers. We accept information and explain it by our own understanding according to the order of events arranged by the authors. In image media such as movies and television, audience get information from moving images and voice instead of from written words. Here, the audience is passive because their imaginary space is killed by the stereotype of the effects of images and voice. We call people who read books readers; we call people who watch movies or television audience. Nowadays we call people who play computer games gamers or players. The three identities indicate three different contexts. Readers read books according to the authors' arrangement of the description order. 2/102 Playing History: Study of the Computer Game Romance of Three Kingdoms 3/102 They have great power to imagine and explain what they read in static space. Audience are just acceptors. Their explanations of what they watch are always ignored. Gamers and players, however, are a part of the game they play. They attend to make information and edit the structure of information. The most important character of computer game is it is interactive. In the computer game, Romance of Three Kingdoms, player acts as a king. He has the right to control natural sources and residents in his territories. And his final destination is to unite to whole China. In the game, the history of Three Kingdoms is not the history we are familiar with in novels or history books, but the history made by the player. The player arranges characters, wars and historical events just for realizing the final destination. At the same time, the player is controlled by some elements of the game itself, such as the setting up of game structure and frames. The most important point is RTK game heritages a kind of ideology, or in other words, a kind of historical outlook. RTK game is mainly revised from the historical novel Romance of Three Kingdoms. However, the novel is regarded as a literature work with 70% truth. Compare to the orthodox history book History of Three Kingdoms, the truthfulness of the novel is poor. Therefore, we should think about the problem of cognition of historical knowledge. The new generation grows up with computer and computer games. They seldom read historical novels, let alone the orthodox history books. What they know about the history of Three Kingdoms are mainly from games, movies and television. 3 / 102 Playing History: Study of the Computer Game Romance of Three Kingdoms 4/102 This kind of cognition of history is an individual cognition of history. It is different from the collective cognition of history in the aspect that individuals have right to interpret and analyze history by their own understanding, i.e. they reconstruct the history. The objectivity of historical writing is seriously challenged by postmodern historiography. Some extreme postmodern historians even regard historical writing as writing fictions. Naturally, most historians don't approve of such opinion. However, it is proved in computer games. 4 / 102 Playing History: Study of the Computer Game Romance of Three Kingdoms 102/102 論文摘要 電腦遊戲並不只是一種娛樂,而是一種新的媒體。作爲一種新的媒體, 它跟過往的各種媒體有一些不同處°電腦遊戲一方面提供信息給玩家,另一 方面則依其特有的媒體形式改變了信息的內容。書本提供一個靜止的信息架 構與讀者,從書本上,讀者依照作者的序列架構,接受訊息並同時自己證析 書本的內容°在影像媒體例如電影和電視中,觀眾不透過文字而透過活動的 影像與及聲音,畫面效果獲取信息°觀眾是被動的,想像的空間被影像及聲 光畫面效果的鑄模印像效果(Stereotype)掘殺。 看書的人叫讀者;看電影或電視的人的人叫觀眾;而玩遊戲的人,則叫 玩家(gamer or player)這三個不同的身份,決定了接收信息者的不同處境� 。 讀者依照作者的序列架構閱讀,在靜止的空間內擁有很高的想像和證析的權 力。觀眾,則只是接收者,其自我的證析權力不被重視。玩家則可以介入遊 戲之中,參與信息的制造及信息架構的編制。電腦遊戲的最大特點是互動。 在三國志遊戲之中,玩家可以扮演一國的國君,透過操控領土內的人力 物力以及天然資源,達成統一中國的的最終任務。在遊戲之中,三國的歷史 不再是歷史書或者小說中的歷史,而是玩家自己建構的歷史。其中的歷史事 件順序,人物的配置,戰略的安排各種事件,都可以依照玩家的意願來實 現。只要玩家能有效利用遊戲內的因素,就可以達成目標。但是,玩家也受 -制於電腦遊戲中的某些因素。例如,遊戲架構的設定,遊戲畫面的設定。 5/102 Playing History: Study of the Computer Game Romance of Three Kingdoms 6/102 而最重要的是,三國志遊戲秉承了某一種意識形態,或者說,歷史觀。 三國志遊戲主要改編自歷史小說《三國演義》。而《三國演義》被認爲是七 實三虛的文學作品,對比於《三國志》史書,其真實度是可疑的。於是,產 生了一個歷史知識的認知問題:玩電腦遊戲的新一代,很少看正統史書,甚 至連《三國演義》小說都不看;他們所認知的三國歷史,得自於遊戲多於其他 媒體。 這種歷史認知,是一種個人的歷史認知。個人的歷史認知與集體的歷史 認知的不同之處在於個人有很大的自主權去解析歷史。或說,重構歷史。在 後現代史學氛圍之下,歷史書寫的客觀性受到了很大的質疑。以至於最極端 的,認爲任何的歷史書寫不過是小說創作°這個理論,在學術界中歷史學者 當然不以爲然0但是,在現實生活中,在遊戲之中,卻得到了証實。 6 / 102 Playing History: Study of the Computer Game Romance of Three Kingdoms 102/102 Tab 1 e.. of Contents Chapter I: Introduction / 9 Chapter II: A New Issue in Historiography 2.1 Issues on Historiography in Recent Years /16 2.2 Computer Game as a Topic of Historical Study / 32 Chapter III: The Scope of Game/Play Studies 3.1 Archeology of Game Studies: Historical Approach / 34 3.2 Anthropology and (Post-)structuralism / 37 3.3 Psychology and Pedagogy / 40 3.4 Cultural Studies and Recent Approaches / 45 Chapter IV: Romance of Three Kingdoms 4.1 The Company: KOEI / 52 4.2 The Simulation of History / 54 4.3 Controlling and Interactivity / 61 4.4 Digitalization of Historical Image / 65 4.5 Reconstructing of Historical Ideology / 70 7/102 Playing History: Study of the Computer Game Romance of Three Kingdoms 102/102 Chapter V: Reconstructing History 5.1 Evolution ofMedias / 76 5.2 Game as Media / 80 5.3 Virtual Reality and the Reconstruction of History / 84 Chapter VI: Conclusion / 91 Reference / 95 8/102 Playing History: Study of the Computer Game Romance of Three Kingdoms 102/102 Chapter I: Introduction According to a survey by Computer Gaming World in 1998,more than 41 million households currently own PCs, and 78 percent out of them have games installed.' The very idea of “computer games" has been long rooted in the perception that they are for kids, especially for adolescent boys. Many people are simply not aware that there is now computer game fare for people of all ages, sexes,and interests. According to a survey by an authoritative electronic media organization in America, Interactive Digital Software Association (IDSA), sixty percent of Americans play game. The vast majority (80%) of gamer are not kids because the age of typical gamer is 28. Nearly half of gamers are women? Computer games become an important part of people's life by the popularity of computer. The result of the two surveys above is a bit out of expect. However, it exactly tells us that we cannot always take new things for granted. Computer game called a lot of attention since it was just invented. Research about it was limited just because it was not available to all. The former president of United States Ronald Reagan once said, 'I recently learned something quite interesting about video game. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly .’jets ,’ �Around 1 LaPlante, Alice and Seidner, Rich, Playing for Profit (New York: Wiley and Sons), p.l50. 2 Quoted in Grossman, Lev, 2001. "Play Nation", in Time Asia Edition May 14’ 2001. 3 LaPlante, Alice and Seidner, Rich, Playing for Profit (New York: Wiley and Sons), p. 145. 9/102 Playing History: Study of the Computer Game Romance of Three Kingdoms 10/102 the same time, Marshall McLuhan, a famous media theorist vaguely pointed out that, "games are popular art, collective, social reactions to the main drive or action of any culture. [They] are extensions of social man and of the politic...'"' What I want to say here is, the research of computer game as an academic object is multi- dimensional. The development of computer enterprise in Asia is not as mature as that in America. Therefore, the by-product of computer, computer game is not as popular in Asia as that in America, either. However, the popularity of computer game and the development of computer game enterprise can never be underestimated in Asian countries such as Japan, Korea, Taiwan and Hong Kong, etc. In 1980's, many classical computer games designed by Nintendo Company of Japan made a shock to American? Later, Japanese computer games became popular in all countries of Asia, especially in Hong Kong, Taiwan and Korea by the rapid development of computer technology and software exploitation in Japan. Concerned data of America is probably a bit different from that of Asia. However, it is a valuable reference if we want to do research on computer game in Asia. Computer game is not only an entertainment product, but also an academic issue, especially when we are not talking about computer and computer game generally or apparently. A famous computer game series, Romance of Three Kingdoms (RTK), designed by Japanese company KOEI, will be taken as a case study in this article. 4 McLuhan, Marshall, 1995. Understanding Media: The Extensions of Man (The MIT Press). 5 Sheff, David, 1993. Game Over: how Nintendo zapped and American industry, captured your dollars, and enslaved your children. (New York: Random).