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发表于 2006-8-16 08:03:00
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Re: 让我痛苦了七年的问题,某天明白了
策划研究的应该是类似这样的学问:Cris Crawford on Game Design:Chapter 5. Conflict
Conflict makes challenge personal. It's one thing to be challenged by a cliff waiting to be climbed, or a puzzle waiting to be solved, but it's entirely another thing to go up against a real live opponent. A simple challenge just sits there waiting for you to come; you can ignore it or tackle it at your leisure. But a challenge coming from a human being is of entirely another order—you can't just sit there thinking about it. You accept the challenge or you slink away.
冲突使得挑战个性化了。在游戏中攀爬悬崖或者解开一个谜题,这是类似的事情。但是在现实生活中却完全是另外的一回事。游戏中一个简单的挑战在那里等着你去征服它;你可以忽略,可以不慌不忙地用工具去解决它。但是来自人类世界的挑战却是另外的一回事------你不能只在那里坐着想它。你需要接受挑战,或者你逃跑。
Conflict is the stressor that reveals character and ability. Challenge without conflict is entirely predictable; when you go mano a mano with a crossword puzzle, you know exactly what you're getting into. But when you enter into a conflict with an active agent, you no longer enjoy the initiative; that other person could come at you from any direction, challenging you in ways that you might not have anticipated. Conflict enlivens and animates challenge; without conflict, challenge is limp and passive. Narrative operates under the same constraint; conflict puts the protagonist under stress, forcing choices that reveal character.
紧张的冲突能够展现人物的能力。没有冲突的挑战是完全可以预知的;当你来到一个纵横拼字谜的难题时,你完全知道你进入了一个什么样的游戏。但是当你和你的代理商争吵的时候,你不再认为那是一种享受;这时任何一个人可能随时出现来用你无法预知的方式挑战你。冲突使得挑战更有生趣,更让人鼓舞;没有冲突,挑战仅仅是被动的,瘸腿的东西。叙述性的东西(如电影,小说译者注)使用了同样的手法;用冲突把主角承受压力,强迫他接受挑战,来展现给读者。
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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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