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发表于 2006-8-26 13:31:00
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Re: Re: Re:Chris Crawford on game design(translate by Letian)
Chapter12 Random Sour Observations
Everybody's a Game Designer
Games are for kids, right? They're simple, easygoing fun, right? Ergo, anybody should be able to design them, right? WRONG! It takes lots of training and years of practice to become a good game designer. Surprise, surprise. Game design, like any other serious activity, requires expertise. Yet this simple lesson is lost on just about everybody. I don't know how many times I have seen executives butt into the game-design process, imposing their personal opinions on game designers who have had years of experience. I've seen QA testers try to pass off their own opinions on game design as bug reports. Beginning game designers at their first Game Developers Conference have waylaid me in the halls to lecture me on my purported design mistakes.
Such problems are usually little more than irritations, but when practiced by executives, they can have serious consequences. For example, in January of 2002, four executives launched an online games company with a novel revenue model. They offered substantial cash prizes to players who won their game. In truth, it was really a puzzle, not a game, but that's not relevant to this tale. What was striking about their company is that they didn't include an experienced game designer in their executive staff. They had a CEO, a marketing person, a CFO, and a CTO—but no game designer. Obviously, they figured that they could design the game themselves. The result was predictable: Their product was boring, very few customers signed up, and they pulled the plug after just two months on the market.
We can laugh at these clods because they wasted only their own money, but it's a different story when some sophomoric executive ruins a product by trying to play game designer. One of these jokers even boasted to me once that his ignorance of game design was a strength: Untainted by conventional thinking, he could think outside the box better than experienced game designers. Can you guess how his company came out?
On this point I will offer a word of praise to the larger games companies. The executives of established games companies seem content to leave the game design to, well, game designers. Perhaps they're just too busy cutting big deals, or counting their stock options, but one way or the other, they've got the right idea.
A variation on this is the programmer who thinks he can design a game because he can write a program. The most celebrated exponent of this view is John Carmack, creator of Doom, Quake, and other bloodthirsty exercises in nihilism. John is reported to have declared that "game creation is 99% programming and 1% game design." His declaration is certainly consistent with his design philosophy, because he has no design philosophy. He simply implements other peoples' game designs better than they do. The ploy has made John rich, famous, and widely respected among games programmers, so I cannot dispute its efficacy. Indeed, if you're as good a programmer as John Carmack (and as bad a designer), then you should do the same thing.
Be advised, however, that the super-duper graphics algorithms that made John's fame have now been supplanted by superior algorithms implemented directly in silicon. Nowadays, any clumsy slob of a programmer can simply use a few hardware calls to perform amazing graphics tricks far beyond anything John built his reputation on. No dummy he, we can be certain that John Carmack has stayed ahead of the game, developing even more brilliant algorithms always better than what the hardware can do. Someday soon, however, video display hardware will become so powerful that John and his acolytes will find themselves clawing for marginal performance gains that nobody cares about. ("Brand X models only 10,000 hairs on a person's head, but our technology offers 20,000!") Meanwhile, the real game designers will still have plenty of exciting challenges on their plates.
Charpter 12 随时保持观察
每个人都是游戏设计师
游戏就是给小孩的,对吗?他们很简单,很容易让人开心起来,对吗
?所以,每个人都能做游戏设计师喽?对吗?不对!需要很多年的培训和
很多年的经验才能够成为一个游戏设计师。惊讶吧,惊讶吗?游戏设计,
就像很多其它严肃的活动一样,需要经验。却没有人注意到这简单的一点
。我不知道有多少次看到一个一无所知的人想要介入游戏设计过程,向一
个有经验的游戏设计师表达他们在游戏设计上面的看法。我曾经看过游戏
测试员想要用设计游戏的方式来取代他们的bug报告。在第一届游戏设计
开发大会上,有个人直接找到我,来向我指出我的游戏中的设计错误。
这些问题通常来说仅仅让人愤怒而已。但是当公司高级主管这样干时
,他们会导致一些更为严重的后果。比如,在2002年1月份,4个高级管理
人员组织了一个游戏公司。他们直接给赢了的玩家提供奖金。事实上,这
是一场智力竞赛,而不是一个游戏。它们完全不相干。他们的问题就在于
,公司里一个有游戏设计经验的人都没有。他们有一个CEO,市场主管,
一个CFO和一个CTO,但是没有游戏设计师。很显然,他们认为他们自己能
设计游戏。最后的结果很容易猜到:他们的产品让人厌倦,很少的顾客购
买,最后在投入市场两个月后,公司倒闭。
我们嘲笑这些人,因为他们浪费的只不过是他们的钱。但是当一些对
游戏一知半解的人对游戏设计师横加干涉的时候,这可不仅仅是一个故事
了。一个我曾经见过的厚颜无耻的人,曾经跟我说,他对于游戏的无知是
他的长处:毫无杂念的思考。他思考的比那些有经验的游戏设计师更好,
因为他是局外人。你能猜到最后这家公司怎样了吗?
在这个观点上,我对于大型游戏公司更加赞赏。有些大型的公司高管
根本不过问游戏设计师的事情,或许因为他们太忙了,或者在考虑资金,
无论如何,这样做是对的。
还有一个问题就在于,程序员认为他们能够设计游戏,因为他写过代
码。把这点发挥到了极致的就是John Carmack,充满血腥练习的Doom,
Quake的创造者。John曾经这么说:“游戏创作就是百分之一的游戏设计
加上百分之九十九的程序设计。”他的理论很符合他的实践,因为他没有
设计经验。他确实比当时的其他人的游戏卖得好。这使得John富有,闻名
,并且这种程序员设计游戏的模式广泛得到推崇。对此我毫不怀疑。但是
,如果你是一个像John那样差劲的设计师,同时又是他那么高超的程序员
,你也可以做一样的事情。
仔细想想,现在John曾经赖以成名的那种漂亮的超级图片效果,就
连一个白痴都能用高效的图形工具轻而易举地做出来。毫无疑问,我们应
该能够断定John当时处于时代技术突破的前列,使用的图形算法超越了当
时的硬件。很快地,视频已经能关键发展让John和他的追随者的领域变得
狭窄。他们会这样宣称:(BrandX模型仅仅能显示一个人头上的一万根头
发,而我们的技术能够产生两万根!)与此同时,游戏设计师仍旧在他们
的领域面临很多激动人心的挑战。
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