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Voodoo software and boundary objects in game development: How developers collaborate and conflict with game engines and art tools

机译:游戏开发中的Voodoo软件和边界对象:开发人员如何与游戏引擎和美术工具协作和冲突

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摘要

This article describes how game developers successfully ‘pull off’ game development, collaborating in the absence of consensus and working with recalcitrant and wilful technologies, shedding light on the games we play and those that make them, but also how we can be forced to work together by the platforms we choose to use. The concept of ‘boundary objects’ is exported from Science and Technology Studies (STS) to highlight the vital coordinating role of game development software. Rather than a mutely obedient tool, game software such as Unity 3D is depicted by developers as exhibiting magical, even agential, properties. It becomes ‘voodoo software’. This software acts as a boundary object, aligning game developers at points of technical breakdown. Voodoo software is tidied away in later accounts of game development, emphasizing how ethnographies of software development provide an anchor from which to investigate cultural production and co-creative practice.
机译:本文介绍了游戏开发人员如何成功地“拉开”游戏开发,在没有达成共识的情况下进行协作并使用顽强和蓄意的技术进行合作,向我们展示了我们玩过的游戏以及制造它们的游戏,以及如何迫使我们工作我们选择使用的平台。 “边界对象”的概念是从科学技术研究(STS)中导出的,以突出游戏开发软件的重要协调作用。开发人员将Unity 3D之类的游戏软件描述为展现神奇,甚至是代理属性的工具,而不是默默听话的工具。它变成了“巫毒软件”。该软件充当边界对象,使游戏开发人员可以在技术故障时进行调整。 Voodoo软件在以后的游戏开发中被整理了下来,强调了软件开发的民族志如何为研究文化生产和共同创造实践提供基础。

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