[2026/07/09] vol.13 微观视角下的再审视| 《禁闭求生》Grounded
前言:《禁闭求生》(Grounded)是黑曜石娱乐(Obsidian Entertainment)开发的生存冒险游戏。(该公司同样开发过《无冬之夜2》以及《南方公园:真理之杖》),游戏通过将玩家所扮演的角色缩小至微观视角,从而实现了对于日常生活中常见事物的陌生化。使用的手法类似于苏联文艺界的“形式主义理论”中概念的一个分支:通过艺术手法让人们熟悉的事物变得陌生,从而延长人们的感知时间,再度唤醒/重唤起人们对于世界的新鲜感。
在正常视角下,一枚甜甜圈,一架横置的竖梯,一个空汽水瓶,只不过是有特定功能的物件。在作品的微观视角下,它们变成了等身高的食物小丘、巍峨的建筑、与金属外壳的庇护所。将日常生活中容易被忽略的物理细节(草叶上的露珠,沙坑中的高温、垃圾堆是物资的聚集地)放大成了影响角色存亡的生存挑战,并以之成为“再体验”的一步问。通过改变原有的社会组成要素,将事物的真实存在与外在表现之间的联系进行再度定义,以不完整的、片段化的方式,将原有的事物整体存在进行分割,并使之可以被再度以新的方式进行消费(或意义消费)。
游戏中有这样的情节设置:在资本的直接支配下,科学家与相关的科研人员也成为了这种技术失控的受害者,人受困于自身的实验成功中,并受到自身所制造的生态系统的直接威胁。在现代社会视角下一度将“人均GDP”或者“资源占有/存量”视为物质资源丰富的标准,但是在该世界架构下富足来源于资源的可触达性以及转化效率,而非绝对的存在数量。核心叙事不是对于小小庭院中资源的采集和消费,而是在限定的空间环境下重新对生命的尺度甚至是形式进行再构筑,从而实现生态转向层面的文化隐喻。尽管在游戏性方面,固有的种植系统与宠物养成系统并不足以支撑游戏在这方面进行完整的表达,但通过“能将人类缩小至微小形态”这样的技术,来映射作品中科学视角下对于生命伦理的漠视,对于生物异变的审美与过度关注本身在一定程度也意味着对于自然生命存在的冷漠。
在生存冒险游戏中,意义通常来自于“生存以及扩张”,包括了打倒敌人、收集资源、扩建领地等等内容...但是角色自身的微型形态,使得玩家自身的视觉出发点、基础立场有所偏移,并非是作为“人”的视角,从可观察世界的核心处出发进行探索。而是被边缘化至外部世界的“闯入者/介入者”,意义的生成倾向于“理解外部生态系统,躲避危险并与之共存”,必须了解自然资源的分布状况、大型昆虫的领地与活动周期等等。
在这种前提下,冒险游戏中的“安全地进行探险”成为了一种稀缺资源,生存游戏中难以获取的加工食物则成为了过量存在的资源,一只所剩无几的苹果核、乃至于枚甜甜圈或者是曲奇饼干,都可以为角色的行动提供足以支持数天活动的口粮。体现于:宏观世界是垃圾的食物,在微观世界下是富含细菌持续消耗氧气的“剧毒污染源”...静态存在的物体在视角转变之后成为了外在动态环境的组成部分。铁锈、口香糖、甚至是木制品的毛刺,这些在宏观世界中几乎不常被感知的材料属性,在微观世界里成为了衡量工具材料强度的重要组成部分。
角色视角的改变意味着外在世界空间存在的量级随之改变,外在环境可提供的资源,可容纳的社会存在都呈几何倍数提升。以至于在这种世界架构之下,原有分别属于稀缺与过量的资源意义将发生转变甚至是倒置。材料的物理属性、行为的固有意义,对事物量级的感知也随之而发生改变。从而使得在作品其设置的语境架构下,使用新的方式来感知并与外在世界进行互动的方式成为一种可能。也间接地使得微观视角下的生存过程其自身,成为一种替代性社会实验成为了可能。
以下英文版翻译由ai提供(The following English translation is provided by AI.)
Preface: Grounded is a survival adventure game developed by Obsidian Entertainment (the studio also known for Neverwinter Nights 2 and South Park: The Stick of Truth). By shrinking the player-character down to a microscopic perspective, the game achieves a defamiliarization of everyday, commonplace objects. This approach echoes a branch of the "Formalist theory" from the Soviet artistic tradition: through artistic means, familiar things are made strange, thereby prolonging the audience's perception and reawakening—or rekindling—a sense of freshness toward the world.
Under a normal perspective, a doughnut, a horizontally placed ladder, or an empty soda bottle are merely objects with specific functions. But under the game's microscopic viewpoint, they are transformed into hill-sized mounds of food, towering architectural structures, and metallic-shelled shelters. Physical details of daily life that are easily overlooked—dewdrops on blades of grass, the scorching heat of a sandbox, a pile of trash as a gathering place for resources—are magnified into survival challenges that determine the character's very existence, becoming a step toward "re-experiencing" the world. By altering the fundamental components of social organization, the game redefines the connection between a thing's actual existence and its outward appearance. It fragments the holistic existence of objects in an incomplete, episodic manner, allowing them to be newly consumed (or meaningfully consumed) in fresh ways.
The game features a narrative setup in which, under the direct command of capital, scientists and research personnel themselves become victims of this technological runaway. They are trapped by their own experimental successes and threatened by the very ecosystems they have created. From a modern societal perspective, "GDP per capita" or "resource possession/stocks" were once seen as standards of material abundance. Yet within this world's framework, prosperity stems from the accessibility and efficiency of resource conversion, rather than their absolute quantity.The core narrative is not about the extraction and consumption of resources within a tiny backyard, but rather about reconstructing the scale—and even the form—of life within a confined spatial environment, thereby realizing a cultural metaphor for an ecological turn. Although, in terms of gameplay, the inherent farming and pet-raising systems do not fully support a complete expression of this idea, the technology of "shrinking humans to microscopic size" serves to mirror the game's critical stance toward scientific indifference to life ethics. The aestheticization of, and excessive focus on, biological mutation itself, to a certain extent, also signifies a coldness toward the existence of natural life.
In survival adventure games, meaning typically derives from "survival and expansion"—defeating enemies, gathering resources, expanding territory, and so on. However, the character's miniature form shifts the player's visual starting point and fundamental standpoint. The player no longer explores from the core of the observable world as a "human" perspective, but is instead marginalized as an "intruder/intervener" into the external world. The generation of meaning thus tends toward "understanding the external ecosystem, avoiding danger, and coexisting with it"—one must learn the distribution of natural resources, the territorial boundaries and activity cycles of large insects, and so on. Under these conditions, "safe exploration" in an adventure game becomes a scarce resource, while processed foods—which are hard to come by in typical survival games—become excessively abundant. A half-eaten apple core, a doughnut, or even a cookie can provide enough rations to sustain the character's activities for several days.This is reflected in the fact that food considered trash in the macroscopic world becomes, in the microscopic realm, a "toxic pollution source" rich in bacteria that continuously consumes oxygen. Static objects, after a shift in perspective, become components of a dynamic external environment. Rust, chewing gum, and even wood splinters—material properties that are scarcely perceived in the macroscopic world—become critical factors in measuring tool strength in the microscopic realm. The change in the character's perspective means that the scale of existence of the external world undergoes a corresponding transformation. The resources the environment can provide, and the social existence it can accommodate, both expand geometrically. Within such a world framework, the meanings of what were once scarce and what were once excessive resources are inverted or fundamentally transformed. The physical properties of materials, the inherent meanings of actions, and the perception of the magnitude of things all shift accordingly. Thus, within the contextual framework established by the work, it becomes possible to perceive and interact with the external world in new ways. Indirectly, this also makes the survival process itself under a microscopic perspective a viable form of alternative social experimentation.
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