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发表于 2006-8-18 08:26:00
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Re: 让我痛苦了七年的问题,某天明白了
Play Is Metaphorical
//游戏就是隐喻
All play in some sense represents something from the non-play universe. We often confuse this metaphorical aspect of play as simulation. Play is not necessarily a simulation of anything in particular, but it does generate mental associations with real-world issues. In many cases, those associations are in fact generated by means of simulation. For example, a flight simulation allows us to play at flying, and it does so by presenting us with a careful simulation of the experience of piloting an aircraft. But simulation is a small part of a larger picture; metaphor is the broader term that more completely expresses this aspect of the nature of play.
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“玩”这一行为总能表现出严酷的世界中的一些东西。我们经常把游戏的隐喻性混淆作是仿真性。玩不一定是某件特定事物的仿真,但是它确实通过一些现实规则来和现实保持联系。在很多情况下,这些联系实际上是用仿真来表现的。比如,一个飞行仿真游戏可以让我们仿真飞行,表现方式是给我们提供一种小心翼翼地驾驶飞机的模拟经验。但是仿真只是冰山一角;隐喻才是冰山的主体,它才能完整地表达出来玩的本质。
A good example of this is provided by the series of combat flight simulators designed by Larry Holland for LucasArts Games in the early 1990s (BattleHawks, Battle of Britain, and Secret Weapons of the Luftwaffe). These games deliberately magnified combat results to heighten the emotional intensity of the game. You could shoot down half a dozen enemy aircraft in a single mission. These results were, of course, wildly unrealistic; many fighter pilots went through the entire war without shooting down a single aircraft. But an accurate simulation of World War II fighter combat would have been dreadfully boring. You'd take off, fly for several hours to the combat zone, hear all sorts of excitement over the radio, fly around looking for enemy aircraft, and when you found some, there would either be too many (in which case you dared not approach) or too few (in which case they would run as you approached). Very rarely would you chance upon an encounter with even enough odds to entice both sides to accept battle, and even then the chances of actually making a hit, much less a kill, were low. After many hours sweating in the freezing cold, you'd return home empty-handed.
That's what a simulation would show. But a game is another matter; it must model the emotional realities of air combat, and from that point of view, all the missed opportunities and eventless hours are non-entities. The only thing that matters is shooting and being shot at; therefore, a good air combat game will twist reality around to emphasize the emotionally significant parts.
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一个好的例子就是1990年代Larry Holland为LucasArts Games设计的仿真飞行战斗系列。这些游戏夸大了冲突以加强游戏情感。你也许能在一个单独的关中打下来半打飞机。这种情形当然是不现实的;很多飞行员在整个战争中也没有打下来过一架飞机!况且二战飞行员过的是更加枯燥的生活:起飞,飞了数小时到达战斗区域,从无线电中感受战斗的紧张,飞来飞去寻找敌机,当你发现了一些,可能太多(你不敢过去),也可能太少(它们在你过去的时候已经跑了)。有很小的概率你可以有打一场的机会,甚至是那时你可能造成的伤害远低于击落敌机。经历了数小时的紧张后,你一无所获地回到停机坪。这就是仿真游戏应该表现得。但是一个游戏却是另一回事;它应该体现空战的情感经验,那些丢掉的机会和无所事事的数小时并不是重点。重点是开火和被击中;因此,一个好的空战游戏应该把能够刺激情感的部分夸大数倍以上。
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