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[讨论] Mr.Chris Crawford的游戏策划设计文档

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 楼主| 发表于 2006-8-29 08:06:00 | 显示全部楼层

Re: Chris Crawford on game design(translate by Letian)

Chapter 12 Random Sour Observations

Sleaze

The worst consequence of the domination of the games industry by young males has been the steady descent of aesthetic standards. In the early Atari days, games were meant to be family fun—clean, upbeat, even cute. There were, of course, always those who sought to make money by appealing to the more sordid interests. One of the first of these was a videogame for the Atari 2600 entitled Custer's Revenge. In this sublime work of art, the player as General George Custer must cross the playfield, avoiding a snowstorm of thorny tumbleweeds that threaten to injure his exposed and erect member. On the opposite side of the screen waits an Indian maiden tied to a post. A successful traversal yields the rewarding opportunity to rape said maiden with a series of upward thrusts with the joystick. The storm of outrage generated by this deliberately provocative "game" played right into the hands of its sleazy purveyor.

Such games were surprising exceptions to a prevailing attitude that games should provide happy, clean fun. Nintendo reinforced this attitude with its early enforcement of "family values" in games for its platform.

The first-person shooters broke the dam. The very first, Castle Wolfenstein, copped a nasty attitude with its deliberately glorified killing. Victims cried out "Meine Liebe!" as they died; blood spattered as they fell. The lead designer, John Romero, continued to develop this vicious style with the enormously successful Doom and its many sequels. Each game showed more gore more realistically. One hit game of the early 90s, Mortal Kombat, seemed to take special pleasure in gore, concluding each victory with the yanking out of the loser's spine. The material accompanying the games reeked of an ugly nihilistic attitude toward killing. All this was, of course, billed as satire or pure fantasy, but the bloody-minded style took hold of the industry. I recall an ad for a game in the mid-90s featuring a man holding a gun lying in a bathtub full of blood. Smelling the scent, the industry advanced the cause with more blood-soaked shooters like Half-Life and Grand Theft Auto. The third installment in the latter series boasted an especially vicious style, offering players the opportunity to hire and then murder a prostitute. As I write this, the newest sleaze game, BMX XXX, is generating plenty of consternation among industry outsiders, intense jealousy among competitors, and even greater anticipation among players.

Compounding the problem is the approbation that the industry bestows upon such products. A prudent industry would treat sleazy products with harsh disdain, but the games industry cannot conceal its delight in sleaze. Grand Theft Auto III won industry awards despite the damage it did to the industry image.

Industry insiders protest that they are merely offering the players what they want; they are not imposing values on players but responding to values already inculcated in youths by a sick society. This is self-serving circumlocution. The games industry is not passively responding to values imposed upon it by a ruthless marketplace; it has selected its own audience, driving away most who do not revel in blood-soaked killing. By offering such games, the industry has attracted the kind of audience that demands them—thereby reinforcing the cycle.

The result of this profound strategic marketing blunder is an industry that is steadily descending into ever-deeper sleaze. The only solution is to take a deep breath, devote a large amount of money to breaking out of this self-imposed pit, and pay the price of developing a healthier marketplace.


第十二章 无处不在的观察
副作用

    全以年轻男人为基础建立游戏工业的最糟糕的副作用就是,美学的稳

步倒退。在Atari公司的早期游戏,意味着让家庭一起来玩------游戏是

纯粹,乐观,甚至是美好的。当然,那时候也总有人也出售低级趣味的游

戏以换取金钱。这些最早的一个例子就是,Atari2600上的一个视频游戏

,名字叫做“卡斯特的复仇”。在这个貌似庄严的创作中,玩家扮演卡斯特

将军,必须穿越敌方阵地,避免枪林弹雨的袭击伤害他裸露的下半身。在

屏幕的另一侧,有个印第安少女被捆绑在一根柱子上。任务成功时,玩家

就可以通过猛推游戏杆来强暴这个少女。这个下流的游戏使得Atari公司

声名狼藉。
  
   有些游戏让人感到健康,愉悦,这才应该是游戏所表现的。任天堂在

早期的“家庭游戏”中强调了这一概念。

    第一人称视角设计游戏打破了常规。最早期的,Wlofenstein城堡

,把屠杀变成了游戏所赞扬的东西。牺牲品们喊着“Meine Liebe!”被杀

掉了;当他们倒下的时候,鲜血溅落一地。主设计者John Romero,把这

种不健康的风格在他Doom游戏和很多doom升级版本中继续发扬光大。

Doom在商业上取得了成功,一代又一代的doom升级版本力图表现出更加

逼真的屠杀。一个让人印象深刻的在90年代初期的游戏------“魔宫帝国

”所表现出来的血腥,在每一次获胜的时候都会把失败者的脊骨撕开。在

游戏中对于死亡是一种漫不在乎的态度,它却取得了成功,这真是个讽刺

。于是用死亡带来的视觉冲击成了游戏工业的通用模式。我记得在90年代

中期看到一个游戏中的广告,是描写一个男人在战斗中倒在血泊里。感受

这种气息,游戏工业更加血腥的代表作是半条命和侠盗猎车手。还有一些

游戏也是不健康的,甚至给玩家藏起来并且谋杀一个妓女的体验。当我在

写这些的时候,BMX xxx公司发行了最新的游戏,包括恐怖系列,这些系

列让同行嫉妒,让玩家期待。

    这些现象都说明了一个问题,游戏工业在一些不健康的方面走的太远

。一个谨慎的行业应该鄙夷那些浅薄的东西,可是游戏工业却赞赏这些东

西。侠盗猎车手3因为对游戏行业的摧毁而赢得了奖章。

    游戏行业的解释是,他们只不过提供了玩家所想要的;他们并不是强

加给玩家一些价值观,而是把代表年轻玩家想要的价值观的东西给了他们

。这是一种曲解。游戏行业不是被动地适应市场;它选择了自己的用户群体,把那些大多数不喜欢血腥暴力的玩家抛弃了。提供这样暴力的游戏,游戏工业吸引的是那些热爱暴力的玩家。这是恶性循环。

    这种战略上的市场错误就是,游戏行业正在越来越走向低级趣味。唯一的解决手段就是做一次深呼吸,把大量的金钱投入到这个行业中,花时间去建立一个健康的市场。

    (如果你以为他只是说说而已,那你可错了。Chris Crawford已经这样做了。他花费了14年来建立一个Storytelling系统,主要是描述人类社会之间的社交关系,现在还没有开发完成。译者注)

atian.dpnet.com.cn,welcome!   

   

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 楼主| 发表于 2006-8-30 08:41:00 | 显示全部楼层

Re: Chris Crawford on game design(translate by Letian)

Chapter 11 Storytelling

The Real Problem

Despite many interesting developments, storytelling and games are still far apart, and I am pessimistic about the likelihood of the two ever merging. This is not to say that interactive storytelling has little future; my point is that we are unlikely to see anything impressive emerge from the games industry in the matter of storytelling. The real problem lies in the heart and soul of the industry. The games industry is a bastion of techie-geek triumphalism; it has no truck with those soft-headed artsie-fartsie people. In their hearts, games people believe that any problem can be solved with sufficient attention to technical detail.

When in the summer of 2001 two movies, Shrek and Final Fantasy, competed for ticket sales, and Shrek outsold Final Fantasy by ten to one, the computer games people were nonplussed. How could a graphically inferior product like Shrek have more appeal than a state-of-the-art work like Final Fantasy? The notion that Shrek had a better story and more interesting characters simply never caught on with these people. They just didn't Get It. Their worldview is literalist in a logical, physical, and spatial sense. When they sit down to create a game universe in their computer, their first act is to set up the spatial coordinate system and the map of their world. Then they populate it with physical objects and endow those physical objects with physical properties obeying physical laws programmed into the virtual universe. All very neat and tidy.

A storyteller setting out to build a virtual world would use a completely different approach. Her first task would most likely be to create a set of characters. Then she would endow those characters with dramatic traits. I doubt that she would ever get around to worrying about the spatial relationships among the various stages on which her dramatic action would take place.

This is the essential difference between game designers and storytellers: The game designers see the universe—everything!—as a gigantic physical system that need only be simulated with sufficient fidelity to achieve any goal. The notion that you can define the universe in human terms seems utter nonsense to them.

This mental fixation leads directly to the current idiocy gripping the imagination of the game design world: that stories can be tucked into games like any other components. To them, drama is just one more physical system to be simulated, like ballistics or optics. A game is a collection of interacting subsystems: a 3D engine, a physics engine, and, oh yes, a drama engine, too. We'll just start with the same old shoot-em-up, puzzle-solving, resource management game and stuff a little drama in there as well. Hire some Hollywood expert to write up something pretty and mash it into the pile, right?

Of course this cannot work; it's trying to pose a question in the wrong frame of reference. Figuring the dramatic content of a bullet ripping through a monster's flesh is as futile as calculating the distance from MacBeth's castle to the witch's cave using the lines of dialog in the play—and just as silly. In order to understand story, you have to be a Romantic with a capital R. And let's face it: There are no romantics, even with lowercase r's, in this business. Games people will never, ever Get It, because they are stuck in a worldview that sees human emotions as mere "parameters," rather than the fundamental drivers of human experience.




第十一章 故事讲述

真正的问题
     
    尽管共享了很多有趣的部分,故事讲述和游戏还是差的很远。我对

于这两者能够融为一体报悲观态度。这不是说交互式故事讲述没有前途;

我的观点是,我们不太可能看到在游戏工业能够有故事讲述的杰作。真正

的问题在于工业的灵魂和核心。游戏工业是一个勇敢冲动的小丑;它不适

合那些温和的思考的人。在内心深处,游戏工业的人相信任何问题都可以

用关注技术手段的方式来解决。
   
    在2001年的夏季,两部电影,怪物史莱克和最终幻想在他们的票房

竞争中分出了胜负。不算用电脑看电影的人,怪物史莱克的票房收入是最

终幻想的十倍。史莱克这样的劣质动画形象怎么能比国家级别的杰作

-----最终幻想还能卖得好呢?关键在于,史莱克有一个更好的故事和更

有趣的角色,很轻易地能够抓住观众们。最终幻想则不是这样。最终幻想

制作者们的观点是这样的:他们拘泥于字义,把事件定义在一个逻辑,物

理和空间的感觉里。当他们坐下来制造一个游戏世界的时候,他们最初所

做的事情是创造出来一个游戏系统,还有一个那个游戏世界的地图。然后

他们往地图里面添加景物,带有各种属性的物品,这些物品遵守虚拟世界

相应的物理规则。所有看起来整洁有序。
   
   故事讲述和制作一个虚拟世界是完全不同的概念。她的第一步应该是

创作一些角色,然后她把这些角色使用戏剧的观点表现出来。我怀疑她是

否需要考虑空间位置,她首先考虑的是复杂而又生动的角色是如何用戏剧

化表现出来的。
   
    这就是游戏设计师和故事讲述之间的区别:游戏设计师看到了整个

宇宙-----所有的东西!作为一个巨大的物理系统,它需要被细化,被充

分的细节保留它的逼真程度。你能够在宇宙中定义人类这个种类,这对整

个宇宙来说几乎没有用。

    这种思维定势直接解释了现在游戏设计世界中那种白痴般的思想:

故事可以象其它元素一样,塞到游戏设计中来。对于如何把故事加入游戏

,戏剧艺术可能比光学和弹道学更为贴切一些。游戏是一个交互式系统的

组合:3D引擎,物理引擎,对,还有,故事引擎。我们需要从简单的杀

死敌人,解决迷题,资源管理游戏和微乎其微的戏剧表演开始。雇佣一些

专家来写作,并把故事捣碎了加入游戏,不是吗?

    当然这不行;这样做把问题引到了错误的方向。刻画子弹是如何穿

过怪物的细节,这就像试图从书中的对话描述来猜测MacBeth的城堡到女

巫小屋有多远一样傻。为了理解故事,你需要浪漫。让我们正视这个事实

:游戏行业没有浪漫主义者,甚至沾边的人都没有。游戏行业的人把人类

的感情看作是“参数” ,而不是人类获得经验的驱动方式。

atian.dpnet.com.cn----welcome!

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发表于 2006-8-30 11:42:00 | 显示全部楼层

Re:Chris Crawford on game design(translate by Letian)

虽然没看过该书的译本,但翻译的很好,支持一下,很多外文的开发书籍国内都很少见好的译本.
不过我只看英文版...

2 Blizzard是我永远的梦想,哪怕在那里做一个游戏测试,我也心甘情

愿。Blizzard网上的招聘启事你看过吗?哪里有要求中国国籍的条件?
下面我转一则www.blizzard.com上面的招聘启事(原链接:http://www.blizzard.com/jobopp/level-designer.shtml):


没错,Blizzard研发很少在海外招人,但不代表不招.我3月时向Blizzard申请一个职位,System Designer,基本谈妥后,对方关于签证等各方面问题要我自己解决,然后我残败给上海领事馆的签证官,抱憾终身那.

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 楼主| 发表于 2006-8-30 12:46:00 | 显示全部楼层

Re: Re:Chris Crawford on game design(translate by Letian)

Wind_Force: Re:Chris Crawford on game design(translate by Letian)

虽然没看过该书的译本,但翻译的很好,支持一下,很多外文的开发书籍国内都很少见好的译本.
不过我只看英文版...

     这位仁兄,小弟的翻译水平一般,不过感谢你的支持,我会继续努力。不过Blizzard要求寄信简历过去(不是email形式),没有经过面试,不知道你怎么去谈妥的,我想你所表达的是一个面试机会的意思吧。
     我感觉你把加入国外公司和出国这两道关卡想要一起解决,所以增大了难度。小弟认为,当前国内的环境,出国不是很难,也不是很容易。要么就在读书的时候考G,T出去读书,那需要家里有经济基础。要么去国外公司驻中国的分公司上班,每天都在工作中锻炼听说读写的能力。后面这条路人人都可以走,不过前提是需要一定的英文水平,以及积极学习的心态。

如果还有朋友有更好的途径,一起来讨论一下,好吗?:)

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发表于 2006-8-30 15:55:00 | 显示全部楼层

Re: Re: Re:Chris Crawford on game design(translate by Letian)

乐天灵魂: Re: Re:Chris Crawford on game design(translate by Letian)


     这位仁兄,小弟的翻译水平一般,不过感谢你的支持,我会继续努力。不过Blizzard要求寄信简历过去(不...


Blizzard在海外是接受电子简历或求职信的.高科技时代,面试的方法有很多,不一定要亲身去到美国本土,呵呵.
也不排除以前和Blizzard曾经打过交道的原因,和Diablo系列的团队一些人略微熟悉.
前段时间在中国招社区经理的职位,没去试试吗,那是大陆职位
办公室在上海世纪大道上.

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发表于 2006-8-30 16:21:00 | 显示全部楼层

Re:Chris Crawford on game design(translate by Letian)

路过............
GODSUN的肺腑之言语.....
还是值得一听的...................
相比理论,我更在意他如何得出的结论......
实际操作很重要,但是一个正确的方向同样重要....
这个正确的方向却是很难掌握的,看书还是有帮助的,但有限.

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 楼主| 发表于 2006-8-30 17:30:00 | 显示全部楼层

Re: Re: Re: Re:Chris Crawford on game design(translate by Letian)

Wind_Force: Re: Re: Re:Chris Crawford on game design(translate by Letian)



Blizzard在海外是接受电子简历或求职信的.高科技时代,面试的方法有很多,不一定要亲身去到美国本土,呵呵...

我说的就是海外,你看一看我翻过来的www.blizzard.com上面的招聘广告,分明不接受电子简历阿?难道我们国内看到的blizzard广告是专门针对国内吗?
还有,你说能够跨国视频面试得到offer,我不信。
你说你和diablo的人熟,也许是真的。
不过那没有用。如果blizzard也是靠人际关系作游戏,他们还能做出来那种杰作吗?
Blizzard在国内招聘的职位,我没有看到,如果你说有,给出一个链接好吗?谢谢!下面我给出我所说的暴雪招聘的链接:

(原链接:http://www.blizzard.com/jobopp/level-designer.shtml):
Level Designer

Blizzard Entertainment is looking for a talented level

designer with experience building levels using any

popular 3D Real-Time Strategy game toolset (Warcraft 3,

Rise of Legends, Command and Conquer, etc). The ideal

candidate has industry experience on a shipping game, or

has created and distributed levels in the fan/mod

community. Level designers need to be able to create fun

and interesting environments that look and play great.

Samples of your work should be submitted along with a

resume and cover letter. Please include a breakdown for

each level that describes what you did (layout,

modeling, textures, lighting, triggers, etc.). If you do

not have existing work, you will be required to create a

level using the Warcraft 3 World Editor.

Requirements


Absolute Passion for playing and making computer games.
Experience creating levels in 3D RTS game toolset

(Warcraft 3, Rise of Legends, etc)
Great sense for what makes a game or level fun to play.
Ability to make an artistically interesting environment

using textures, height and doodads
Must be able to do limited scripting or using triggers

in game toolset.
Ability to work well in a team environment

Applicants must submit (i) a cover letter, (ii) their resume, and (iii) a mock game review of their latest favorite video game. Only resumes with cover letters and mock reviews will be considered.

对应翻译:关卡设计师:
暴雪娱乐正在招聘能够使用任何设计3d实时游戏的关卡设计师。能够使用

编辑器(魔兽争霸3,Rise of Legends,命令与征服等)。你需要有在

一个已经发行了的游戏上面工作过的经历,或者在公开的游戏中设计过关

卡。关卡设计师需要设计具有游戏性和有趣的关卡环境,让玩家能够陶醉

其中。你的工作应该在简历中被概括总结。请给出一个细目分类,说明你

在每个关卡中做了什么(界面,建模,材质,触发器,色彩明暗,等等。

)如果你没有过这些工作,你可以用W3的世界编辑器来制作一个。

需要:
玩和制作电脑游戏的能力。
在3D即时游戏中使用过编辑器的经验(魔兽争霸3,Rise of Legends,命令与征服等)
拥有非常强烈的设计游戏的感觉。
能够建立起一个有艺术感的关卡,包括材质,大小和其中的各种部件设置。
在游戏设计中,必须使用脚本语言或者触发器设置。
团队协作能力。
  
    候选人必须提供:
    (1) 一个封口的信封(?@@)
    (2)一份简历
    (3)最近他们喜欢的视频游戏评论
     只有放在封口信封中的简历和游戏评论才会被我们关注。


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 楼主| 发表于 2006-8-30 17:32:00 | 显示全部楼层

Re: Re:Chris Crawford on game design(translate by Letian)

心灵震撼者: Re:Chris Crawford on game design(translate by Letian)

路过............
GODSUN的肺腑之言语.....
还是值得一听的...................
相比理论,我更在意他如何...

你说的是魔兽争霸?@@如果你说的是学习方向,关于这个,小老板们就喜欢说一些神乎其神的东西,以便打击他的部下的信仰,便利于他们的统治;而部下有时候被这些模棱两可的东西同化,变成了同样的思想。这些似是而非的理论,本身无所谓对错,谁也说不清楚。这种东西在古代,就叫封建迷信,是统治阶级愚民的一种工具。

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 楼主| 发表于 2006-8-30 17:43:00 | 显示全部楼层

Re: Re:Chris Crawford on game design(translate by Letian)

心灵震撼者: Re:Chris Crawford on game design(translate by Letian)

路过............
GODSUN的肺腑之言语.....
还是值得一听的...................
相比理论,我更在意他如何...


以后我不会回复类似教别人不要如何如何做,而应该如何如何做的帖子,这种争论并不是教人去如何设计游戏,而是教人如何管理别人,如何把自己表现得像个高手。
管理型的人才毫无疑问应该研究这些,他们专注的并非是游戏设计领域。
有益的争论应该是,如何学好游戏理论之类的争论,这方面的帖子少之又少,不过还是犹如昙花一现,让我感到温暖

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发表于 2006-8-31 02:19:00 | 显示全部楼层

Re:Chris Crawford on game design(translate by Letian)

既然你经常去blizzard.com上看招聘,那我想你也应该知道职位是在不断更新的,2,3月份的职位,会留到现在来等你吗?
你不相信就不相信好了,世界上还有很多事情会让你不相信的.

To apply, please send a cover letter, resume , salary history/requirements in separate Word format documents to: resumes@blizzard.com with your name and this job in the subject heading.
你从来没看到过这段话吗?
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