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暴力电子游戏遭到抵制 | 经济学人文化

暴力电子游戏遭到抵制 | 经济学人文化

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精读|翻译|词组
Culture | Hands up, don’t shoot
文化|手举起,枪放下

英文部分选自经济学人20230902期文化板块

Culture | Hands up, don’t shoot
文化|手举起,枪放下

Some developers are pushing back against violent video games
暴力电子游戏遭到部分游戏开发者抵制

Gratuitous bloodshed and the rise of female gamers have contributed to a backlash
无端流血事件频发和女性玩家数量增加推动人们强烈抵制暴力电子游戏

Brandish your weapon—I mean, spoon image: youttube/playstation
抄起你的武器——我说的是勺子。图源:youttube/playstation

A Tamil mother, recently immigrated to Canada, stirs biryani. Her young son looks on, sniffing the delectable aromas. This is a scene in Venba, a recently released video game attracting attention. Through a series of cooking puzzles—in which players learn to prepare ingredients in the correct order or work out the various items missing from recipes—it offers an emotionally intense family saga, serving up topics like immigration and identity, alongside Tamil food.

一位刚移民到加拿大的印度泰米尔母亲搅拌着印度香饭(biryani),年幼的儿子在一旁看着,闻着香味儿。这是《Venba》里的场景,《Venba》是一款刚发布的电子游戏,备受关注。玩家需要解开一系列烹饪谜题,譬如按正确顺序准备原料,或找出食谱中缺失部分,就好像阅读一部饱含情感的家世小说,这部小说不仅介绍泰米尔美食,还讲述移民、身份认同等问题。

Unlike the noisy,big-budget productions that dominate gaming and its public image, Venba is peaceful and gentle. It cost less than $1m to make but quickly managed to break into the top-sellers on Steam, a PC gaming hub, sitting alongside rivals that cost as much as $100m. It might not get the recognition or nearly as many users as “Call of Duty” and “Assassin’s Creed” do. But Venba is important, because it is part of a growing trend of non-violent games attracting both game developers and players.

与当今游戏行业大行其道的吵闹大制作不同,《Venba》走的是平和温柔路线,让大众大跌眼镜。《Venba》制作成本不到一百万美元,却迅速登上SteamPC游戏中心)的畅销榜,与那些一亿美元大制作比肩而立。论市场认可度,《Venba》可能无法到达《使命召唤》(Call of Duty)和《刺客信条》(Assassin’s Creed)的高度,论玩家数量,《Venba》更是难以望后二者之项背。但《Venba》很重要,因为它展现了非暴力游戏正日益崛起,受到游戏开发者和玩家的欢迎。

Recently Steam held a sale, offering nearly 250 “wholesome” games that do not feature any violence. Such a notion wouldhave been impossible until the recent past: there were just so few games that did not involve bloodlust. “The Best Non-Violent Video Games”, a new book by James Batchelor, a gaming expert, celebrates 300 peaceful games from the past 50 years, all the way back to Pong (an early game that features a ball and two paddles, like a virtual game of tennis). More than half of them came out in the past ten years.

最近,Steam有近250款不含暴力的健康游戏在促销。健康游戏是最近才有的概念:过去,不血腥的游戏少得可怜。游戏专家詹姆斯·巴彻勒(James Batchelor)在其新书《最佳非暴力电子游戏》(The Best Non-Violent Video Games)中盛赞过去50年的300款无暴力游戏,包括早期的Pong,游戏里只一个球和两只球拍,模拟乒乓比赛。书中提到的非暴力游戏超过一半是过去10年推出的。

Two factors are contributing to the rise of kinder, gentler games. One is a backlash by those who design games. Many independent developers, who can choose their own projects (versus those who work for larger firms), do not want to spend their careers designing games about killing, saysMr Batchelor. Job Stauffer, a game-industry veteran, contributed to violent productions such as the “Grand Theft Auto” series, but has started refusing to work on brutal or murderous ones. “We see media reports of mass shootings and wars day after day,” he explains. “I decided that I didn’t want to be a part of the problem, creating entertainment that involves firing rockets into buses,” he adds.

两大因素推动者非暴力游戏的崛起。一是游戏设计者对暴力的抵制。巴彻勒先生说,许多可以自主选择项目的独立开发者(相对于在大型游戏公司上班的同行)不想整个职业生涯都在设计打打杀杀的游戏。资深游戏从业者乔布·斯塔弗(Job Stauffer)曾参与制作《侠盗猎车手》系列(Grand Theft Auto)等暴力游戏,他现在已经不愿再碰暴力或凶杀游戏。斯塔弗解释道,我们每天都看到大规模枪击和战争报道,我决定不再制作用火箭炮轰炸巴士的游戏,我不想成为暴力分子。

Chris Chancey, a Canadian game developer, was in the midst of making a combat and adventure game when he learned that four-fifths of the games demonstrated at a leading gaming convention involved violence. This prompted him to change course and design something that cut against the trend. In the resulting game, “Rainbow Billy: The Curse of the Leviathan”, players speak instead of kill each other. It is popular with parents. “I get a lot of messages from parents who want to play games with their kids, but who don’t want to expose them to gore and violence,” he says.

加拿大游戏开发者克里斯·钱西(Chris Chancey)本来在制作一款搏斗冒险游戏。得知到某次行业大展推出的游戏有五分之四都涉及暴力,他决定反其道而行之。于是,游戏成品《彩虹比利:利维坦的诅咒》(Rainbow Billy: The Curse of the Leviathan)的玩法便成了对话而非互相残杀。这款游戏很受家长们欢迎。钱西说,我收到很多家长的私信,这些家长都很想和自己的孩子玩游戏,但又不想让孩子们看到血腥和暴力。

As gaming becomes a pastime for the entire family, it is becoming more diverse, and this is fuelling demand for titles that do not involve pixelated machine guns or swords. When people think about gamers, they often picture them as male and on the cusp of puberty. Some are. But in reality, the average age of people who regularly play games is around 33, and about half are female.Wren Brier, developer of the popular narrative puzzle game “Unpacking”, says the tastes and preferences of women gamers have started to influence developers; many are looking for play where caring and friendship are on display, instead of shooting and domination.

游戏成为全家人娱乐方式的同时,也变得更加多样化,这也了 非暴力游戏的需求。说到游戏玩家,人们往往会想到青春期的男生。这就以偏概全了,事实上,经常玩游戏的人平均年龄约为33岁,且近一半是女性。Unpacking(一款爆火的叙事类解谜游戏)的开发者雷恩·布莱尔(Wren Brier)表示,女性玩家的品位和偏好已经开始影响游戏开发者。许多女性玩家想在游戏中受到呵护、收获友谊,而不是炮火纷飞、统治世界。

注释:
1. on the cusp of: If you say that someone or something is on the cusp, you mean they are between two states, or are about to be in a particular state. 介于两个状态之间的;将要进入特定状态的
2. puberty: puberty is the stage in someone's life when their body starts to become physically mature. 发育期,青春期

Just like real life, however, peaceful experiences can exist alongside conflict and bloodshed. The most lavish productions and biggest commercial successes in gaming still usually include slaughter. (Many of the biggest Hollywood films do too, although they are not seeing the same backlash from film-industry folk or viewers—at least not yet.) “As soon as we attach a certain dollar amount to a project, it’s like violence becomes as understood a feature as having graphics,” saysLaralyn McWilliams, a game developer. She hopes this will change in the future, as more developers and gamers choose a side. But of the 20 top-selling premium games so far this year, 15 feature combat. 

然而,正如现实世界,平静的体验与冲突流血是并行不悖的。在游戏领域,耗资最大、卖得最好的游戏通常都包含杀戮。(许多好莱坞大片也有暴力元素,不过电影从业人员和观影者并没有抵制这些电影,至少目前还没有)。游戏开发者拉拉林·麦克威廉姆斯(Laralyn McWilliams)说:一旦我们在一个项目上投入的金额达到一定程度,暴力就会像图像一样,成为游戏的标配。麦克威廉姆斯希望,随着更多开发者和玩家选择抵制暴力,未来会有所改变。但目前为止,今年最畅销的20款付费游戏中,有15款包含搏斗内容。

注释:
Premium games are those where the consumer buys the game once through retail or digital distribution, and may purchase additional downloadable content for the game, but the game itself has limited content. (source: Wikipedia)

翻译组:

Jack Jan,实践出真知
Ryan,译海徜徉的一条咸鱼
zy,没啥新鲜的,想做一个好译员

校对组:
Alison,人生体验家
Constance,痛终有时,爱必将至
Rachel,学理工科,爱跳芭蕾,热爱文艺的非典型翻译


3



观点|评论|思考


本次感想
Charlie,往者不谏,来者可追
00后的我玩的第一款游戏就是文中所说的GTA——侠盗猎车。当时的我痴迷于输入不同“代码”,等待各类重兵器从天而降,而我在游戏中利用它们大肆破坏城市。
这款游戏夹带着暴力元素,对当时的我产生了极大的吸引力,好像找到了一个发泄口。但事物总是一体两面,发泄的另一面就是我日渐增强的焦躁情绪。当遇到不顺心的事情或挫折的时候,我的内心倍感烦躁,很想通过向外发泄力量来安抚心灵。直到成长之后,我才逐渐学会用“文明”的方式来疏解内心,比如跑步、瑜伽、阅读等等。
“暴力游戏”对玩家的影响其实取决于个人。对于成年人而言,如果你发现它让你逐渐偏向通过简单粗暴的方式解决问题,这时候应该及时打住。而单纯地将它视为一种赛博发泄工具,这一点以及它所对人产生的影响,其实并无大碍。
如今,我们不止对“暴力游戏”另眼相看,任何含有“不文明”元素的动画、电影、漫画书、小说等等都被质疑。当《迪迦奥特曼》与《熊出没》被举报时,有人震惊,有人支持,所以不同身份与立场的调和十分重要,但我们大可不必陷入类似于“守护原教旨”的漩涡之中。它不是罪魁祸首。换言之,玩暴力游戏并非暴力行为的成因,早在玩之前,就已经出现暴力倾向的征兆,更值得注意的是生活中让人产生负面情绪的因素。
支持对游戏进行适当地审核,对玩家进行年龄限制,但“一刀切”式地看待它不可取。许多领域都依赖多元化。

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