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发表于 2006-8-24 08:49:00
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Re: Chris Crawford on game design(translate by Letian)
Chapter 6. Interactivity
Every language has its own special words, words that
express an idea better than any other word in any other
language. There really isn't any other word in the world
that quite expresses the idea of the English word "fun."
There are plenty of words for "humorous" or "enjoyable"
or "playful," but nothing that quite catches the
combination of informality, enjoyment, and
near-vulgarity that our word "fun" connotes. We have
shamelessly stolen such words from other languages.
"Taboo," for example, is stolen from a Polynesian word;
can you think of any other word that really captures the
idea of that word? There are gobs of words we have
stolen from European languages: entrepreneur, manana,
schadenfreude, presto. But there's one word, a German
word, that we haven't yet stolen that should be high on
our list of targets: schwerpunkt. It means "focal point"
or "concentration of effort point" or "central point of
attack." It's a beautiful word because it expresses an
idea that we just don't have in English: the notion
that, in any effort, you have many necessary tasks, but
there is one central task that must take first place in
your considerations.
Consider, for example, what an army does. An army
fights, right? And who does the fighting? Soldiers,
right? But wait a minute: The soldier can't fight unless
there's a cook who keeps him fed. No cook, no fighting.
Ergo, cooks are just as necessary as soldiers. We
therefore deduce that the cook is just as important as
the soldier, because he's just as necessary. Same thing
goes for truck drivers who bring the ammunition to the
front, and the clerks who keep track of the food and
ammunition, and the guys who dig the latrines, and so
on. All of these people are necessary, and so they are
just as important as the soldier. But if you are the
soldier, the guy who has to charge through fire and
death to face the enemy, would you agree that these
other people are every bit as worthy as you are? They
may be necessary, and they may be important, but they're
not central to the task. The soldier is the whole point
and purpose of the effort. He's the schwerpunkt. And the
soldier's fundamental task is to fight. So the
schwerpunkt object in an army is the soldier and the
schwerpunkt action is fighting.
Or consider a computer system. What goes into a working
computer system? Well, there's a power supply—you can't
have a working computer without a power supply. There's
also a plastic box, a motherboard, lots of solder,
plenty of wires and cables—all these things are
absolutely necessary to a working computer, and I
suppose you could argue that they are therefore
important. But they're really not the heart of the
computer. If you want to get down to the absolute core,
it's got to be the CPU. That's the real essence of any
computer. When you describe your new computer to
someone, do you say, "It's a beige tower system with a
200-watt power supply and an 8 inch by 10 inch
motherboard?" No, the very first thing you specify is
the CPU and its clock speed: It's a 900MHz G4. That's
the real schwerpunkt of the computer: its CPU. And what
does a CPU do? It processes; after all, it is the
Central Processing Unit. Thus, the schwerpunkt object in
a computer is the CPU and the schwerpunkt action in a
computer is processing.
So let us now determine the schwerpunkt of games. What
is it that is absolutely central to games, the one
element that is more than important, more than
necessary, but indeed the entire point and purpose of
games? The answer we immediately pounce upon is "play";
after all, what else do you do with a game than play it?
Unfortunately, although that answer is certainly
correct, it's not very useful; like the infamous term
fun factor, we can never really pin down what elements
of game design are useful to support good play. Can we
snuffle about and develop a more useful answer?
第六章 交互性
举个例子,想想看;军队是什么?军队是打仗的,对吗?那么谁打仗
呢?士兵,对吗?但是等等:如果没有人为士兵做饭,让他吃饱就不能打
仗。没有食物,就没有战争。因此,厨师和士兵一样是必不可少的。我们
据此推断厨师和士兵一样重要,因为他是必不可少的。同样的推论可以用
在卡车司机上,因为他把军火运到了前线;还有那些装填弹药的人员,还
有挖厕所的人,等等。所有这些人都是必不可少的,因此他们和士兵一样
重要。但是如果你是士兵,在前线开火并且冒着被敌人射死的危险,你会
不会同意那些后勤人员和你有同样的价值呢?他们可能是不可缺少的,他
们或许可以说是重要的,但是,他们并不是核心。士兵才是整个战争的核
心,是焦点。士兵的主要职能是战斗。因此在一个军队中的核心和焦点就
是士兵,核心行为就是战斗。
现在来考虑一下电脑体系。是什么让一台电脑工作了?当然有电源供
应------你不能让一台电脑不插电就工作。还有硬盘,主板,焊接,各种
线路------所有这些东西都是一台工作电脑的不可缺少的部分,我想你会
认为它们是重要的。但是他们并不是一台电脑的核心。如果你提到核心,
就是CPU。这才是任何电脑真正重要的部分。如果你要把你的新电脑向别
人描述一下,你会不会说“恩,那是一台两百瓦功率,八英尺高,带十英
寸主板浅褐色的电力系统?”不。最初你要描述的事情是CPU和它的功率:
这是奔四九百兆赫兹。这才是电脑真正的核心:CPU。那么CPU用来什么呢
?是进程;毕竟这是进程的中枢部分。因此,在一台电脑中的核心是CPU
,核心行为是进程活动。
接下来让我们来决定游戏中的核心部分。游戏的真正核心部分是什
么呢?那个部分最为重要,比那些必要的部分重要,而且是游戏核心和游
戏的目的?我们会很快地回答“玩”;无论如何,你对一个游戏除了玩还能
做些什么?不幸的是,这个答案虽然正确,却没有任何意义。就像那场声
名狼藉的电影“趣味因素”,我们从来没有真正地把那些对玩来说很重要的
游戏设计因素加进来。我们能找到一个更有用的回答吗?
History
At this point, let's consider an important historical observation: Computers gave gaming a big boost. Sure, there were plenty of games before computers came along, but with the advent of computers, games suddenly seized a much larger portion of our consciousness. Before computers, gaming was a petty industry, employing a few thousand people at most. In the twenty years since personal computers burst upon the scene, gaming has suddenly exploded into a major industry, rivaling Hollywood in sales and employees. Something about computers made a big, big difference in games. What was that magic element?
If you answered "video," you get twenty lashes with a wet noodle. Video entertainment has been around since 1910! And the same thing goes for sound, music, or even text; all those media have been around for long before the computer made its appearance.
The magic element that computers brought to the party was their processing power, their ability to crunch numbers. That processing power made games so much more compelling. But processing power is an internal trait of computers—the user never directly experiences processing power. Instead, the user experiences processing power through the interactivity that the computer offers.
Consider the most common use of personal computers: word processing. What is it about word processing that is so damned useful? It's not the ability to print out text that's clean and neat—we've had typewriters that could do that for nearly a century before word processing became available. Moreover, word processing made typewriters obsolete in a matter of a few years. Clearly, the ability to get clean, mechanically generated text is not the primary appeal of word processing.
The real power of word processing lies in its interactivity. You type something on your screen, and if you make a mistake, it takes only a second to hit the Delete key and correct the typo. If you misspell a word, your spell checker will flag the error for you and you can fix it. If you don't like the way a sentence reads, you can rewrite it. If you don't like the order of paragraphs, you can rearrange them with a simple cut and paste. It's the interactivity between user and computer that makes word processing so powerful. Take the interactivity out of a word processor, and all you've got left is a typewriter. Take the interactivity out of a spreadsheet, and all you've got left is a calculator.
Just as the schwerpunkt of computers is processing, so too the schwerpunkt of all software is interactivity—and this goes double for games. The turbo-charged interactivity that computers brought to gaming transformed the medium from wimp to superhero. Graphics, animation, sound, and music are all necessary to gaming, and they're all important, but they're not the schwerpunkt. Interactivity (sometimes called "gameplay") is the real schwerpunkt of games
历史
在这个观点的基础上,让我们进行一些历史上的回顾。电脑给游戏一
个很巨大的市场。在有电脑出现之前,有很多游戏,但是仅仅是在电脑出
现之后,游戏才变成了我们日常生活中的一部分。在电脑之前,游戏仅仅
是一个小型工业,最多雇佣数千人。在个人电脑出现的二十年间,游戏突
然成了一个很巨大的行业,雇佣了很多员工,从事专门的销售。某种东西
,是电脑特有的东西,让游戏进行了一场翻天覆地的革命,那是什么?
如果你回答“视频”,你应该被湿面条做成的鞭子抽二十次。视频娱乐
在1910年就已经开始了!同样,声音,音乐或者文本;这些媒体在电脑出
现前很久就已经出现了。
电脑带来的因素就是它们的过程处理能力,它们能够处理数字的能力
。是过程处理让游戏变得引人注目。但是过程处理是电脑内在的隐藏因素
------玩家并没有直接体验到它。取而代之的是,玩家通过电脑提供的交
互性感受到它的过程处理性。
想想最为流行的个人电脑的字处理过程。是什么让文字处理如此流行
?并不是能够打印出来干净漂亮的文字------我们在过去的一百年中都使
用着打字机来做同样的事情。文字处理软件仅仅在最近几年才流行起来。很显然,打印清晰,机械重复出所打印的文档并不是字处理的核心功能。
字处理真正的力量在于交互性。你在你的屏幕上打印一些东西,如
果你出错,在一秒钟以内你按下Delete键就可以修复错误。如果你不小心
打错了一个词,自动检测会检测到这个词并且指出来,你可以改正它。如
果你想改正一句话,马上你就能重写它。如果你不喜欢整段话,你只需要
简单的复制,粘贴就可以了。用户和电脑之间的交互性让它变得如此迷人。如果把交互性从字处理软件拿出来,剩下的就只是一台打字机。把交互性从Excel表格拿出来,剩下的就只是一台计算器。
因为电脑的核心部分是进程处理,电脑的软件的核心功能也应该是交互性------在谈到游戏的时候,这个核心功能应该扩大数倍。电脑带给用户的感情交互,使得电脑游戏从一个懦夫变成一个巨人。图片,动画,音频和音乐,这些都是游戏的必备条件,它们非常重要;但是正如前文所说,它们不是核心。交互性才是游戏的核心。
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