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发表于 2006-6-19 13:30:00
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Re: 一则国外小新闻翻译(转载请注明个人主页)
仔细阅读Crawford这篇2003年的演讲之后,我发现他提出的“数百个动词”用于“社会
交互”,其实在魔兽的战斗系统中间已经实现了,昨天翻译的时候,小弟开始怀疑
Chris Crawford这位大师是不是闭门造车的大师,当然,也可能小弟是抱着游戏传统观
念来看他,每一个革新者都会让你觉得不舒服,因为他在否定传统游戏,并宣称从未接
受/考虑过的全新理论,身为年轻人,我们更应该真诚地去向大师学习:至少,他提出
的那种好莱坞模式(挖掘新人的最佳模式)我们作为年轻人应该了解一下:)
Crawford Lecturing at Stanford, 2003
//Crawford在2003年在斯坦福大学的演讲
GS: On that note, can you explain the concept of Storytronics? If there is
such a way to give a brief description.
//QS:作为注解,您能否解释一下关于Storytronics的概念呢?如果能用简短的话来
描述的话。
CC: It's interactive storytelling.
//CC:就是交互式故事系统。
GS: And what does that mean to the common person?
///GS:对于一般人来说是什么意思呢?
CC: It's a story you get to participate in as the protagonist. You're the
hero...and you let the story go. It's not at all like a regular story. It's
not as if you're just following the footsteps of the hero in a standard movie.
Interactive storytelling has a more meandering feel to it. You don't charge
down a plot line towards the end, you meander through a social environment.
The key thing is that it's about people, not things. Social interaction, not
mechanical interaction. The primary thing you do an interactive storytelling
is talk to other people. What a concept! Most gamers react to that concept
with some disdain: “all you do is sit around and talk? That’s no fun,” and
it isn’t any fun for many gamers. But that's the kind of thing that most
people spend most of their time doing.
//CC:这意味着你会成为这个故事中的一个主角,并且引导着故事的发展。这一点也不
像一个传统意义上的故事。这不是说你在一个标准电影之中遵照已经设定好的步骤来成
为一个英雄。使用交互式故事系统你有更为随意性的感受。你不需要沿着设置好的路
走,而是从社会环境之中走过。关键是所有相关因素都是人,而不是东西。社会交流,
而不是机械交流。使用交互式故事系统,你所做的第一步就是要和其他的人交谈,这是
怎样的一个概念!大多数玩家会对这个概念嗤之以鼻:“所有的事情就是坐下来说话?
一点意思都没有,”对于很多玩家来说一点也没有趣。但是大多数人在他们一生中间经
历着同种事情。
GS: Now, something like an online game would try to implement some degree of
interaction, but it would always take a backseat to the game itself. What
you're saying is that with Storytronics, this is the reason people are going
to pick up and then get into the experience?
//GS:目前,一些游戏形式比如网络游戏能实现某种程度上的交互,但是这种交互被游戏
本身所限制。你在与故事系统交互,难道这就是人们想要获取的实际应用经验?
CC: Yeah, that's the heart of it, that's the value we are selling. Not the
action, but the interaction with other characters. Most online multiplayer
games, functionally they operate as chat rooms with some structure behind
them. That is, the social interaction all takes place in what is essentially
nothing more than a chat room. And then there's a game interaction going on
outside the chat room, but the two are pretty distant. So if you want to talk
about social interaction, well hell, you're talking about a chat room. We
don't need a game for that.
//CC:是的,你说到了点子上,这就是我们所说的价值。不是动作,而是与其他
玩家之间的交互。大多数在线游戏,在功能上它们就像是具备了某种结构的聊天室一
样。这就使得社会交流本质完全发生在仅仅是一个聊天室里面。虽然聊天室的外部有游
戏交互,但是那离交互性还差得远哪。如果你想要进行社会交流,于是你就提到了一个
聊天室。我们并不需要那种意义上的游戏。
GS: You talk a lot about the idea of the “verb” in the interactive
storytelling experience. Again, for the common person, what would your
explanation be for how that works within Storytronics?
//GS:你说了很多关于“动词”在这个交互式故事讲述系统中的意义。请问,对于
大众来说,“动词”在故事系统之中是如何去工作的,你能解释一下么?
CC: The verb is the core of all interaction. Any piece of software has verbs
in it. The verbs in a word processor are the keys on the keyboard, set the
tab, change font, different color for the font, paragraph size and so on, are
all verbs. You're telling the application “do this” or “do that.” In a
game you have verbs. The classic verbs in a shooter are turn right, turn left,
move forward, move back, and fire. That's five basic verbs, and you'll find
those five basic verbs in every shooter, and then there will be another dozen
ancillary verbs and things like move faster, run, jump, aim high and low, that
kind of thing. But the whole trick in all of these games is to reduce the verb
set. For example one example in the great majority of shooters is the joining
of the verb “pick up” with the verb “go.” In other words, you don't stop
and pick something up, all you do is step over it and that picks it up. Same
thing with a door…you bump into the door and it opens. So the verb “go”
ends up handling an awful lot of other verbs implicitly. So you end up mapping
a lot of verbs into a kind of spatial reasoning, and that in turn keeps the
verb count low and game designers like that, game players like that. The
problem is, with social interaction, you just can't get away with a tiny verb
set, you need hundreds of verbs for social interaction.
//CC:动词是整个交互的核心,每一个软件都存在着动词。在文字处理器中的动词就是
键盘,按上档键,排版,字体的颜色,设置段落等,这些都是动词。在一个游戏中你可
以“做这件事”或者“做那件事”这就是动词。在一个设计游戏中,传统的动词就是转
左或者转右,向前,向后和开火。这是五个基本动词,你在每一个设计游戏中间都会找
到这五个动词,还有其它的一打动词比如加速,跑,跳,向上移动视角和向下移动视
角,这种类似的动词。但是所有这种游戏中的诡计就是为了减少动词的设定。比如在大
量的射击游戏中间,使用动词“到达”取代了“拾取”。也就是说,你不需要停下来捡
起东西,你只需要踏过它就自动捡起了。同样的事情发生在你开门的时候------你冲向
门它就自动打开。所以动词“到达”暗中解决了一大堆其它的动词。于是你用一种空间
的方位实现了很多动作,这使得动词的数目减少?-----游戏设计者喜欢这样。问题就
是,在社会交互中,你不能仅仅使用几个动词来表达,你需要数百个动词来应用于社会
交互。
GS: Would the player be creating content as they went along? Or is it simply
that a much larger verb set would be built in, and if they had an idea to try
something it would be there for them to use?
//GS:玩家会在玩游戏的同时创造故事?或者它仅仅就是一个非常大的动词库,如果玩家
有想要创造的想法,就可以利用动词库实现吗?
CC: That's correct. We can't let the player create his own verbs because the
verbs are the heart of the game. And in a sense they are the rules. However,
we can have... I differentiate between designers (who we call Storybuilders)
and players. The designers create the rules within the systems, and then the
players get the palette of verbs to play with.
//CC: 对。我们不能玩家自定义动词是因为动词就是游戏的核心。在某种意义上动词
就是游戏规则。尽管如此,我们能做一些东西...我认为设计者(我们称之为故事情节
设计师)和玩家是有很大区别的。设计者制作系统中的规则,游戏者支配这些动词来进
行游戏。
GS: Has this idea been implemented yet, or is it merely conceptual?
//GS:这种思想已经被实现了,还是仅仅停留在理论质上?
CC: We're in the fourth generation of the technology. There has never been a
complete demonstration of any of the previous generations. And that's one
reason why people have difficulty understanding what we’re driving at. Right
now, there's nothing you can even sit down and play with (what we call a
Storyworld) that does all the things we want it to do. So a certain skepticism
is justified.
//CC:我们的技术目前发展到了第四代,在这和这在之前的版本中从未有一个完整的展
示。这就是为什么人们难于理解我们正在开发的系统。现在,没有让你能够坐下来玩的
东西(我们称之为虚拟世界),这种虚拟世界能够做我们想要它做的任何事。于是各种
怀疑理所当然地产生了。
GS: So are you on a timetable? Are you working to get a playable model
released, or a demonstration out to the public?
//GS: 你有时间计划吗?你是否正在做发行的可玩版,或者是能向公众展示的模型?
CC: We have already released what we would call a pre-alpha version of the
development system, called Swat. It doesn't have all the features, so it's
pre-alpha. But we released it so people can start learning the technology,
because the technology is gigantic. Interactive storytelling is very
complicated business. It’s taken me 14 years to develop all these ideas. We
figure we'll have Swat in alpha form in a month or two. I'm going to be moving
on to the engine very soon. The engine is what actually calculates the way a
story develops. The core engine is already in place and in operation. But it
still needs lots and lots of work in the front end, which is called Storytron.
These are three separate programs, and the front end is also operational in
skeletal form. So we've already got proof of concept; all the basic programs
operate in a very dumb way right now.
//CC: 我们已经发行了我们称之为初级内部测试(pre-alpha)的发展中系统版本,叫
做Swat。它并不包括所有的特征,因此它仅仅是初级内部测试版。但是我们发布了它以
便让人们开始学习这门技术,因为这门技术很深奥,交互式故事讲述系统是非常复杂的
东西。我用了十四年来形成所有的想法,我们决定我们会在一个或者两个月之内以内部
测试版的形式发行Swat。我马上就要进行引擎的开发工作,引擎被用来实际计算一个故
事如何发展,核心引擎已经开发出来并且投入使用。但是它在完成为Storytron之前仍
然需要大量的工作。有三个独立的系统,Storytron是整个系统框架中间的一个功能组
件。我们已经得把概念结合实际;所有的基础组件都已经默契地运行。
GS: But they are working? This isn't just brainstorming at this point?
//GS:但是他们已经在工作了么?还是仅仅在发表自己的想法?
CC: No, these aren’t just concepts; these are three working programs at this
point. They're all functional; they really stink, but they’re functional. We
figure that we will have something…we're figuring September or October for
the first time that we will have something that people can actually sit down
and use the whole system as a whole and see what it all means. Even then there
won't be any demo. We figure we won't have good demos until the beginning of
next year.
//CC:不,并不仅仅是概念:而是关于这个问题的三个项目。它们都具有功能性;它们
确实有缺陷,但是它们是具有功能性的。我们认为我们将有一些东西来展示------预期
为九月份或者是十月份进行第一次展示,让人们坐下来完整使用的一些系统并认识到其
中的含义。尽管到时候不会有演示,我们预期在明年初之前不会制作出来好的演示。
GS: Now is this system basically going to be a framework upon anything can be
applied? So a developer could make any sort of program or game from within
these parameters?
//GS:现在这个系统能不能从根本上作为一个框架,在它之上可以实现所有的一切?所
以一个开发者能够在这些参数上面制作出一些项目或者是程序?
CC: Well, they're not games. We call them Storyworlds, because the emphasis is
on drama, and it's so different from games it's kind of misleading to refer to
them with that terminology, because they feel very different from that in
play. They're more deliberate in pace…there's no rush. They use a linguistic
interface, not a spatial interface. So they feel very very different, but yes,
any dramatic social interaction can be addressed by this technology. We are
confident that we can do, say, corporate training products with this that
provide training in working with other people. And of course any kind of story
can be addressed quite readily with this technology.
//CC:嗯,那并不是游戏。我们称呼它们为虚拟世界,因为重点在于表演,这和被误导
当前被称作游戏的东西是完全不同的。因为玩家在玩的时候感受将完全不同。虚拟世界
更加成熟------并不是飞跃。虚拟世界使用语言上的交互界面,而不是空间界面。所以
玩家感受非常之不同,不过,任何一种生动的社会关系都能够被这个技术所展示出来。
我们有信心我们能够做好,让整体产品能够为人们提供工作经验。当然,任何故事都能
被这种技术自然地表现出来。
GS: Now, if a developer was not willing to necessarily produce a Storyworld in
and of itself, do you feel that the technology could be applied to a
traditional game with positive results?
//GS:现在如果一个开发者觉得使用虚拟世界系统本身并非必要,你是否觉得虚拟世界
系统可以对传统游戏产生一个积极的影响呢?
CC: No, I don't think so for several reasons. First, there's a technological
reason. We've been building this thing to be very flexible and very powerful,
but we have not built it as a library. It has no hook that you can just plug
it into another game. It's not that way. More important is the marketing
sense. It's kind of like saying, “can we bundle a novel in the box with a
game?” Yeah, you could, but anybody who buys the game doesn't want to read a
novel. Interactive storytelling appeals to a very different kind of audience.
The kind of people who like games will likely not enjoy interactive
storytelling.
//CC:不,我认为不行因为以下原因。首先,一个技术的原因。我们把这个系统作的
灵活并且功能强大,但我们并没有把它作为一个数据库来设计。这里没有任何你可以
照搬到另一个游戏中的书籍,你无法那样做。更重要的是市场感觉,这是另一种思考:
“我们能否把一个盒子里的小说用一个游戏绑定了?”是的,你可以这么做,但是
每一个买游戏的人并不是想要读一篇小说。交互式故事系统有完全不同的市场,那种
喜欢传统游戏的人很可能并不喜欢交互式故事系统。
GS: Now, as far as the gaming industry: you are a published author on the
subject. I can pretty much tell from what you’ve been saying what you feel
they're doing wrong. Do you feel there's anything they could be doing right?
In keeping with the traditional sense of what a game is, how could games be
better, in your opinion?
欢迎访问my blog:
atian.dpnet.com.cn
本人选择游戏设计作为终生职业,在10年之后,我要加入blizzard设计游戏。
通过漫长的思考设计出伟大的游戏,我想这就是上帝令我存在的意义。
欢迎热爱游戏的朋友们一起来交流,如果你是第一次来到我的blog,推荐你阅读“乐天灵魂的个人简介”。希望我们成为朋友:)
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