This research takes the phenomenon of anti-design in game design as the research object,defines the concept of anti-design theoretically,and revises its conceptual extension through the analysis of related concepts such as defamiliarization and meta-game.The anti-design ideas are carefully examined from the four levels of game boundary,game mechanism,game narrative,game designer and player identity.This paper discusses in detail the ability of anti-design to establish the negotiability of the magic circle and dissolve the binary opposition between the virtual and the real,and summarizes four methods of penetrating the boundary of the video game: the expansion of the magic circle,the contraction of the magic circle,internal and external interaction,and self-reference.Through specific cases,it analyzes how anti-design abandons the excessive application of psychological theories such as flow,Skinner box,Zeigarnik effect,and table jumping psychology in mainstream game mechanism design;how to cause players to expect changes in vision and aesthetic distance;and How to establish anti-hero,anti-grand,anti-entertainment realism settings and self-revealing fictional anti-real narrative techniques at the narrative level.By establishing an information communication model and a game narrative model,this paper explores the principle of counter-design constructing a set of texts and shaping the player’s "co-builder" identity.In this way,we can glimpse the innovative value of anti-design and bring new vision to mainstream game design ideas,and re-examine the artistic potential of video games. |