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发表于 2006-9-6 08:50:00
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Re: Re: Chris Crawford on game design(translate by Letian)
译者注:
看这段的时候,我突然想起了七龙珠(如果你认为漫画对于游戏设计不重要,
那你就错了.大多数游戏策划面试中必然包含漫画考题)。那本漫画之所以受
到广泛的欢迎,其实它的思想根基是对于从失败中获得经验,走向强大的人
的一种抽象。比如孙悟空和代表邪恶规则的弗利沙战斗时一次次被击倒,最
后瞬间变成超级赛亚人.如下文所说:“ Then follows a quiescent
period where the creator is distracted by some extended
but mindless busywork. Finally comes the brainstorm
itself, and the subjects always report that the entire
solution leaps upon them with suddenness.”------在创新者心
烦意乱地被一些无意义的工作困惑的时候,最终头脑风暴本身,会突然之间
把整个问题揭示出来。
Chapter 7 Ctrativity:The Missing Ingredient
The moral of this story, in regards to software, is that
we accommodate ourselves so willingly to poorly designed
software that we start to think that the software itself
is good and that we are cripples. Now, when I tell this
joke to students, I embellish it by contorting myself and
comedically staggering about as the hapless customer. This
kinesthetic embellishment makes a deep impression on the
students; later in the course I am able to instantly
demolish the old "once you get used to this software, it
makes perfect sense" argument by hunching myself up and
staggering a few steps. Everybody laughs and the point is
driven home. Once I even saw an argument at a distance,
with one student hunching and staggering, and the other
student making concessionary gestures. Ideas expressed
kinesthetically really hit home. So feel the problem in
your body!
It could take days, weeks, or even months to drive the
problem deep into your subconscious. But once you have
driven it deep enough, you'll know. You'll feel an
emotional fatigue, a sense of exhausted futility. That's
when it's time to stop. Take a break, perhaps even a
vacation. Desist all conscious efforts at the problem and
let it simmer in your subconscious. Get plenty of sleep
and dreams so that it can have the time to sink its teeth
into the problem. If you've done your job well, you may
notice that your dreams are, in an emotionally abstract
fashion, indirectly addressing the problem. As the
subconscious hones in on the problem, your dreams may well
become more specific about it. And one day, when your mind
is distracted by some trivial task, the solution will leap
out at you, whole and complete. In one blinding flash,
you'll see everything and the answer will seem so simple
that you'll wonder why you didn't see it before.
This is called a brainstorm, and it has been much studied
and much has been learned about it. Great geniuses who
have experienced brainstorms have described their
experience in detail, and the common elements are widely
reported. First, there's a phase of intense emotional
involvement with the problem. The creator struggles
mightily, but fails. Then follows a quiescent period where
the creator is distracted by some extended but mindless
busywork. Finally comes the brainstorm itself, and the
subjects always report that the entire solution leaps upon
them with suddenness.
I have used the technique with reasonable success. I can't
force brainstorms to happen—sometimes I strain and strain
but my mind is hopelessly constipated. But the tactic
works often enough that I have made it a permanent part of
my intellectual lifestyle. If you have built up the abs
and pecs for heavy creative work, and apply this technique
with the intensity it requires, odds are that you will
have some creative success with it.
A Tyrannosaurus Rex for Ideas
Creative productivity is still only half the job—once you
have all those great ideas, your next task is to murder
most of them. The sad truth is that most creative ideas
are bad ideas. In my career as a game designer, I have
come up with hundreds of original ideas that I ultimately
abandoned. The chapters on specific games later in this
book will present only the most cogent of those ideas.
What you need is a Tyrannosaurus Rex stalking through your
mind, viciously attacking every idea you create. It should
pounce instantly and sink its teeth into the soft flesh of
your idea. It should rip and tear with bloodthirsty
abandon. Most of your ideas will be torn to shreds by your
inner Tyrannosaurus. That's good—better that they be prey
to your own monster than shredded by others or, worse
still, fail in the marketplace after you've invested time,
money, and reputation on them.
Thus, the ideal game designer is a prolific nursery of
creative ideas, spawning hundreds of clever new schemes,
feeding these innocent newborns to the hungry
idea-destructors. Amid all this creativity and carnage, a
few truly great ideas will emerge.
But the balance between fecundity and predation must be
perfect for the system to work. Some people just don't
generate many ideas to start with, so they tend to cherish
what few ideas they generate; it's pathetic. When they
foist their miserable little ideas on me, my inner
Tyrannosaurus jumps up and down gleefully, eager to
masticate the plump little baby ideas. In younger years, I
unleashed my Tyrannosaurus too readily, and its ferocity
hurt and angered many people. Nowadays I keep it on a
short leash; if an idea is truly bad, it will probably die
of natural causes. I unleash my monster only if the baby
idea actually poses a threat of turning into something
real.
第七章 创造性:丢失的部分
这个故事对于软件设计的寓意,就是我们努力去适应糟糕的软件设计
,于是我们以为软件是好的,而我们自己是有缺陷的。现在,当我把这个故
事讲给学生们的时候,我总是扮演那个蹒跚走路的不幸的顾客。这种肌肉运
动给学生们留下了非常深刻的印象;晚些时候我只要一提到“你用这个软件
吧,它会带给你完美的感觉”的时候我就会蜷着腿跳段路。每个人都笑了,
这个观点被表达出来了。有次我在一段距离之外就看到了一个学生在给另外
一群学生表演这个。这回思想才是真正地被他们接受了,用身体去感受它!
也需要好几天,好几个星期,甚至好几个月来把问题深入到你的潜意
识之中。但是只要你把它放的足够深,你会知道了。你将会感到一种情感的
疲乏,精疲力尽。这时候需要放松。停下来,或许应该去度个假。终止所有
关于你的梦想的创造性思考,把它深深地放在你的潜意识里面。如果你已经
把你的工作做得差不多了,你也许会注意到你的梦想在情感上形成了一个抽
象的样子。有一天,你的思想在处理一些琐事的时候,突然之间,整个思路
开阔了,完全的,彻底的。在一阵眩目的闪光之中,你会看到所有的事情和
答案,那是那么的简单,你会奇怪为什么以前没有思考到过。
这就叫做头脑风暴,它现在被人们深入地学习和使用。天才们有经
验把他们的头脑风暴用细节来表达出来,基本的元素一般人都具备。创新者
们强烈地拼搏,但是失败。在创新者心烦意乱地被一些无意义的工作困惑的
时候,最终头脑风暴本身,会突然之间把整个问题揭示出来。
我曾经用过这个技术取得过一些成功。我不能够强迫头脑风暴的发
生------有时我努力了又努力但是我的思想几乎不运转。但是我把它作为
了一种我的思维体系组成的一部分。如果你在创新性方面多做一些锻炼,并
且把这种技术实地应用出来,那么你最后就会获得创新性的成果。
思想上的暴龙
创新性仅仅是工作的一半------你有了这些很棒的主意,你的下一
步是把它们其中的大部分去掉。令人伤心的事实就是,大多数创新想法是没
有用的想法。在我的游戏设计师的职业生涯之中,我曾经产生过数百个原创
的想法,但是最终都抛弃了。稍后在这本书中关于游戏设计的那个章节展示
的都是那些精选出来的想法。
你需要的就是你思想上的暴龙,来攻击你所创造出的每一个你所创
造出来的想法。它会对你的想法突然发起袭击,并且把牙齿埋进它们的新鲜
血液中,带着嗜杀的表情把它们撕碎。大多数你的想法都会被你的思想上的
霸王龙吃掉。那是件好事------总比被别人杀掉要好,更糟的是,有时在
你投入了时间,资金和名誉之后。
因此,游戏设计师就是一个包括了幼年创造性思想的育婴室。有
数百个新的概念来喂饱思想上的霸王龙。当创造力经历了血腥的厮杀之后,
一些很棒的想法就会诞生。
但是在掠夺和多产之间应该有一个平衡关系。有些人根本没有产
生很多想法,所以他们抱着自己产生的少得可怜的想法不放;真可怜。当他
们把那些可怜的小小想法拿给我的时候,我的内心深处的霸王龙上窜下跃,
在我年轻的时候,我把霸王龙轻易地放出来,它的暴怒伤害了很多人。现在
我把它用皮带拴起来;如果一个想法很糟糕,可能就会被自然地淘汰。我只
有在这些糟糕的想法变成现实的时候才会去放开我的霸王龙。
atian.dpnet.com.cn------welcome!
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