Traditional Culture Encyclopedia - Photography and portraiture - What are the main contents of ACG culture?

What are the main contents of ACG culture?

ACG: Animation tour culture. It refers to the culture composed of animation, Comic and Game.

For a long time, people always think that games and cartoons are just a way of leisure. Just as TV movies finally developed into a culture, now, game animation is also born with a cultural attitude! This emerging art, like dandelion, scatters seeds on the earth and takes root in every corner of the world.

Games and animation are inherently connected, from which the game background emerges, and from which the animation prototype is outlined. After 95 years, computer games began to develop at a high speed. Command and Conquest, The Legend of the Sword and the Chivalrous Man, DOOM, Xuanyuanjian and The Age of Great Navigation are all familiar names that promote the development of computer games. For these games, how many people gave up their precious sleep, how many people were lost in it, and how many people realized their dreams because of these games?

After that, a great name appeared along with two great games, namely Blizzard, the classic representative of ARPG and StarCraft, the best of real-time strategy! The former pioneered the action role-playing game, which is quite playable. Now it has been released for two generations and has become one of the best-selling games in the world. It has sold more than 3 million sets all over the world, and countless people are fighting online every day. The latter, the greatest real-time strategy game, was launched in 1997, which caused quite a stir at that time. Soon, the expansion piece "Battle of Mother's Nest" was launched, adding more arms, and then patches were continuously introduced to further balance the game and add more functions, which can reflect complex and changeable tactics. So far, there is no real-time strategy game that can surpass it. At present, the first choice of many game competitions is StarCraft, which can be said to be the greatest game in the history of games! Now, no matter which Internet cafe you go to, you can always see someone playing StarCraft online. Hundreds of StarCraft teams have been set up at home and abroad, and enthusiastic fans have written novels. This is the influence of a great game and the charm of a great game!

time flies, years are like songs, and in the blink of an eye, it's a new century. Those familiar names once again appear in front of us with brand-new faces. At this time, we are no longer using 486, and what we see is no longer mosaic, but faster speed and more beautiful pictures. What remains unchanged is our sincere love for these games, and more games are also displayed in front of us. However, after the illusion of Coolidge's prosperity, the connotation of the game has long been ignored and the game has lost its original meaning: leisure. For a time, the game world was silent. Did it break out in silence? Or perish in silence? Will the new game culture die? The answer is: absolutely not! The new game industry has strong vitality and endless creativity, and there must be something new for those who have revived the game world. On the other hand, the professionalization of gamers began to sprout. The WCGC Competition in South Korea, a grand event of professional games, made us see the embryonic form of professional gamers, and game competitions of all sizes around the world promoted the professionalization of gamers. At the same time, the game has become a kind of culture, and the emerging game literature is the best example. Famous novels, such as European and American fantasy novels "Dragon Gun Trilogy" and = "Sword of Sharana" based on the rules of Dungeons and Dragons, and China's interstellar novels "Blood-stained Totem" and "Inverse", have brought the game into the art world. The game is no longer a simple game, but a poem, a picture, a long history and an illusory future. What's the game? Games are culture, reflecting the culture of the world from another side, and it is another world that is also illusory and true.

is our world real? Or do we always live in a game world, and we are just an element of the game? None of this matters. Life is a game, dance academy. Life is a game. You can see life in the game. Who can tell the difference between the game and life?

what about the history of animation? Let's put the game aside and look at the history of animation over the years.

Although Tezuka's Astro Boy has long been a favorite Comic book for children, Japanese comics (I emphasize the use of "Japanese comics" because it is very different from the old-fashioned cartoons in the West and China. Although comics already have the word comic, a new word manga, which refers to Japanese comics, has been widely used through the advocacy of Shotaro Ishinomori, a master in the history of Japanese comics. Please pay attention to the difference between comic and manga. ) The rise in China began in the early 199s when Hainan Fine Arts Photography Publishing House began to publish "Saint saint seiya", which was popular in Japan at that time. These 1.9-round picture books undoubtedly fascinated countless children, teenagers and young people in an instant. The publishing house lost no time in launching other Dragon Ball and City Hunter ... More people were quickly involved. By the mid-199s, many publishing houses had frantically invested in the domestic market the fine products accumulated by the Japanese cartoon industry in the past 4 years, and for a time, all the teenagers in the country were impacted by this Japanese cartoon. At the same time, domestic fans are also taking action. The popularity of the successful magazine "King of Painting Books" in China, the excellent original works of fans, and the "Tianma Meteor Boxing" shouted by children all show that the comic culture has been < P > initially formed in China. Although the craze dropped a lot due to copyright issues, the domestic comic culture is still developing. Readers' appreciation ability is constantly improving, more diverse cartoons are available for us to choose from, fans' creations are getting better and better, and they have also published their own cartoons-in this way, comic culture is basically on track and developing steadily. Until now. Comics have penetrated into our lives even more.

We grew up watching cartoons. Mickey Mouse and Donald Duck, Flower Fairy and Transformers … all these works have brought laughter to many growing children. For a long time, there were only a handful of domestic cartoons, such as Sheriff Black Cat, Making a scene in Heaven, and Wondering Tan in Heaven, which were still worth seeing. However, following the impact of Japanese cartoons and the appearance of Disney's works, domestic cartoons were even more devastated. The influx of Japanese animation makes us feel refreshed. Facing Master Leiji Matsumoto, Master Miyazaki Jun, Mamoru Oshii, Katsuhiro Otomo, Fortress in Time and Space, Gospel Warrior in the New Century, Ringtone ... Our ideas about Japanese animation, such as "Searching for Mother in Three Thousand Miles" and "Robot Cat", are instantly updated.

Today, the internal relationship between comics and animation makes them closely together and go hand in hand. Moreover, we have also seen the close relationship between animation and games. Animation and games are synthesizing a brand-new --ACG culture. They are no longer confined to their own circles, but quickly penetrate into all levels of our lives. anime songs, game music, models, costumes, daily necessities, and even the avatars of cartoon characters in games in OICQ ... They are no longer just for leisure and entertainment. They broadcast ideas to us, bring us thoughts and become ours.

Both games and animation are still in the growth stage. Although there are many imperfections in these two industries, we can see that games and animation are gradually changing from a simple entertainment to a culture. As a new culture, they have unparalleled brand-new power in image-building, ideological connotation and expressive ability, and many masterpieces that can be called fine works of art have emerged among them. With its strong vitality, ACG culture will undoubtedly grow stronger. In the future, ACG culture will go deeper into each of us, and ACG will appear in our lives in an artistic manner, just like the current music culture, and will be with you all the time. Moving is animation, rambling is comics, and traveling is a game. Animation, music, seiyuu, scripts and supervision; Comics, which are still pictures serialized in magazines, (also known as black-and-white paintings, but it seems to be colored in recent years) have long and short stories, and there will be situations in which the author drags the manuscript, the magazine stops loading or is beheaded, and some cartoons will be changed into animations.