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发表于 2006-9-7 09:51:00
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Re: Chris Crawford on game design(translate by Letian)
Chapter 6: Interactivity
Low-Interactivity Entertainment Designs
Let me now turn to low-interactivity products.
They have a dismal history. Low-interactivity
entertainment is not a new idea. In the first big
boom of computer games, from 1981 to 1984, a
number of low-interactivity games were attempted.
One of these was Alien Gardens, published by Epyx.
You were a kind of alien bee flitting through a
garden of alien flowers, trying to pollenize them.
It was a very low-key game, definitely low in the
interactivity department. All you could do was
buzz around and, every now and then, try to touch
a flower, which might kill you or reward you.
Unfortunately, the difference between flowers was
arbitrary. The game made no sense and ranks as one
of the great turkeys of computer game history.
1985 saw another low-interactivity product: Little
Computer People, from Activision. This odd product
created a small family on your screen, moving
around their dollhouse in the course of their
daily activities. You the player watched them. The
product attracted much attention from the press,
but it was not, I believe, much of a commercial
success, largely because the player didn't do very
much. Much later, Will Wright came up with a much
better implementation of the concept with The
Sims. The Sims offered the player more
interactivity than Little Computer People, and was
accordingly a great success.
Epyx roared back in 1988 with more
low-interactivity products: its line of VCR games,
released with much hype and excitement. Realizing
the clumsiness inherent in the serial format of a
videotape, the designers rightly limited
interaction to the bare minimum, focusing most of
their attention on providing interesting footage
for the player, who would occasionally fast
forward or rewind. Here was the ultimate couch
potato game. You didn't need a computer to play it
and you didn't have to do much work. All you did
was sit back and watch the tape and occasionally
push a button on your remote control. Sounds
great, right? It sounded great to a number of
publishers, who frantically put together their own
VCR products. Yet, despite some expensive
marketing campaigns, VCR games bombed. They were a
total disaster. Mindscape shipped one product and
cancelled the second one, even though it was ready
to ship, because the first game had failed so
completely.
Another experiment in this direction was the
CinemaWare line of games. These games were strong
on spectacle and weak on interaction. The
marketing thrust of the CinemaWare line was that
these games were just like movies, except that you
could play with them. Most of the design effort
was put into making lots of pretty pictures and
animated sequences. The gameplay itself was weak.
The first line in the series, Defender of the
Crown, by Kellyn Beeck, created quite a sensation
and sold very well. But after that, it seemed to
be all downhill. CinemaWare went bust a few years
later.
Another good example is the experience of Cyan, a
game developer. Cyan's first game, The Manhole,
was a low-interactivity adventure game for
children. It sold enough copies to keep Cyan
alive, but little more. Then they came up with
Cosmic Osmo, sporting the same low interactivity
but better cosmetics. Again, they made enough
money to stay alive, but not much more. The big
hit came with Myst, another adventure game. This
time, however, the interactivity was more involved
and the cosmetics were sensational. Myst sold like
hotcakes, Cyan got filthy rich, and all seemed
bright. Then they released a sequel to Myst,
entitled Riven. It sold moderately well. A third
game in the series, Exile, also did reasonably
well, but again did not approach Myst in sales.
Cyan continued in business by developing and
licensing the Myst brand.
The same pattern shows up over and over. Laserdisc
games made a huge sensation, but then faded away
almost as quickly as they burst upon the scene.
They were low-interactivity games. The 7th Guest,
by Rob Landeros and Graeme Devine, was a huge hit
in the early 1990s, sporting low-interactivity
puzzles mated with glorious animations. Their
sequel, The 11th Hour, sold reasonably well, but
not sensationally well. And there were no further
games in that series. Cliff Johnson made a minor
splash with a brilliant collection of puzzles,
followed it up with a sequel that didn't sell
well, and then disappeared.
Low-interactivity games sound like a great idea,
such a great idea that people keep going back and
doing them over and over. And, in pure Darwinian
fashion, the companies that have cast their lot
with low-interactivity games have suffered
extinction. Epyx, CinemaWare, and Mindscape were
all reduced to ashes; only Cyan broke the curse.
But the survivors seem unable to learn from their
competitors' failures; low-interactivity games
keep popping up like some time-hopping Sisyphusian
dodo bird bent on repeating its extinction in as
many eras as possible.
Why have low-interactivity games been such a
dismal failure? One would think that there should
be some small fragment of a market for them. Why
is the historical experience so decisively
negative in defiance of common sense?
第六章:交互性
让我现在转向低交互性处理的游戏。它们有着一段凄凉的历史
。低交互性娱乐并不是一个新主意。在计算机游戏第一次冲击世
界中,在1981年到1984年中,有不少低交互性的游戏被尝试过了
。其中的一个叫做Alien Garden,是Epyx发行的。你是一只异
种蜜蜂,在花园的花朵之中飞来飞去采蜜。那是一个不怎么需要
按键的游戏,尤其在交互性上。你所有要做的事情就是嗡嗡地飞
来飞去,每一次都试图接触一朵花,那花可能会杀了你或者给你
蜂蜜。不幸的是,花从外表看起来毫无分别。这个游戏被评价为
电脑游戏历史上最差劲的一个游戏。
1985年我看到了另外一个低交互性的游戏:Activision公
司发行的“小电脑人”。这个老产品在你的屏幕上制作出了一个家
庭,他们日常生活就是在他们的房子里面发生的。你就是他们的
观察者。这个游戏在过程上吸引了很多注意力,但是它并没有取
得商业的成功,因为玩家做得不多。过了二十年,Will Wright
的虚拟人生使用这个概念取得了更大的成功。虚拟人生比“小电脑
人”为玩家提供的交互性更多,因此它取得了一个伟大的胜利。
Epyx公司在1988年重新制作了低交互性的游戏:VCR游戏系
列,伴随着铺天盖地的广告。伴随着使用标准录像带特有的笨拙
,游戏设计者把交互性降低到了能够忍受的最低程度,让大多数
的玩家注意力集中到了有趣的电影胶片上,这些胶片可以快放或
者慢放。这就是最后的糟糕的游戏。你不需要电脑就能玩因为你
不需要做太多的工作。你做得仅仅是坐在那里看录像,偶尔按一
个按键来遥控。听起来很不错,对吗?很多发行商都认为那很好
,这些人经常在一起欣赏VCR游戏。然而,不考虑昂贵的市场广告
,VCR游戏被抛弃了。它们是一场真正的灾难。Mindscape发行了
一个游戏然后取消了第二个即将发行的,因为第一个败的如此彻
底。
这个方向的另外一个试验就是电影游戏系列。这些游戏看上
去很棒,但是却缺乏交互性。市场接受了电影游戏,仅仅是因为
这些游戏看上去像电影,而不是你能玩这些游戏。大多数设计只
是制作了一些美丽的图片和动画场景。游戏性很差劲。在这个系
列的第一个,Kellyn Beeck发行的王冠防御者,引起了轰动,并
且卖得很好。但是之后呢,这类系列每况益下。电影游戏在几年
前就不行了。
另一个很好的例子是Cyan的经验,他是一位游戏发行商。
Cyan的第一个游戏,Manhole,是一个为孩子们制作的,低交互
性的游戏。它卖的还不错,不但让Cyan活下来了,而且还能有点
小收入。接着他们发行Cosmic Osmo,它具有同样的低交互性,
并且有更好的画面。同样地,他们得到的钱刚好维持生活。另一
个传奇般的游戏是Myst。这时,交互性做得更好,画面也更好了
。Myst卖得像热蛋糕一样快,Cyan成为了大款,一切看起来很好
。接着他们发行了一个Myst的系列,叫Riven。它卖起来还不错
。这个系列的第三个游戏叫Exile,卖得也不错,不过始终比不上
Myst。于是Cyan就继续代理Myst来赚钱。
同样的事情发生了一次又一次。VCD游戏卖的非常好,但是
很快就以它们进入市场的速度退出了市场。它们是低交互性游戏
。Rob Landeros 和 Graeme Devine制作的第七位访客,是
1990年初期的一次成功,它使用低交互性的解谜和耀眼的动画。
他们的系列,第十一个小时,卖得也不错,不过没有引起轰动。
接着这个系列的其它游戏,Cliff Johnson用一些机智的解谜来
微弱地挽回了一下局势,接着就卖不出去,从市场上消失了。
低交互性游戏听起来很不错,于是有很多人前赴后继地去做它
。用达尔文的进化论来说,那些发行低交互性游戏的公司应该早
就灭亡了。Epyx,CinemaWare,Mindscape都随风而逝;只有
Cyan公司活下来了。不过这位幸存者看起来并没有从这场竞争淘
汰中学习到什么;低交互性游戏总会在一段时间的消亡之后,被
一些自以为聪明的天才继续推向市场。
为什么低交互性游戏的前景黯淡?有些人可能会认为,它们
还是有些市场的。为什么历史却无情地粉碎了人们的梦想?
下回分解^^ atian.dpnet.com.cn------welcome!
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