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发表于 2006-9-15 09:55:00
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Re: Re: Chris Crawford on game design(translate by Letian)
视频游戏玩家通常在表达他们愉悦的经验的时候有困难,他们通常会说,我有多么喜欢这个
游戏。或许这是因为孩子们口齿不清的缘故;或许是因为在现实世界中,并没有类似的经验。他
们描述他们意识的时候,和那些吸毒者令人恐惧地类似。
Chapter 4 Challenge
Second, videogamers report the same sense of power and invulnerability
that drug users experience. Drug users report the feeling that they are
smarter, more creative, and able to see more deeply into the mysteries
of their souls. Videogamers report similar experiences of power and
invulnerability. When they are playing in a videogame high, dangers
rush at them, but they flow along with the game, unwounded, untouched,
and incapable of being injured.
Third is the loss of awareness of the dull, depressing world in which
they live. Just as some people drink to forget, some videogamers slip
out of a world of overbearing parents, demanding teachers, and dismal
failure, to enter a world of simple challenges and frequent glorious
success. Their loss of awareness of the world around them is no
happenstance; it's an important part of the appeal of the experience.
Lastly, there is the addictive nature of videogames. As with drugs,
addiction is not an inevitable outcome of use; some personalities seem
more resistant to addiction, others less so. But there is no question
that some kids become addicted to videogames. They partake of videogame
pleasures to the detriment of other activities in their lives. Their
sense of priorities is distorted in favor of the games. They are unable
to stop. Let's face it: This is addiction.
There are, of course, many differences between the videogame experience
and the drug experience: the absence of any outright chemical influence
the large number of videogamers who do not fall victim to addiction and
the greater subtlety of videogame mental effects. I am not claiming
that all videogamers are no different from drug users; rather, I'm
claiming that some of the more extreme videogamers share some symptoms
with drug users.
It is only a matter of time before some researcher carries out a
detailed study of brain activity in videogamers and compares it with
brain activity in drug users. When that study is published, you do NOT
want to be holding stock in any videogame company!
Social Reasoning
Now here's an underdeveloped source of challenge for computer games!
There's no mystery why social reasoning is so weak in computer games:
Most game designers are socially incompetent geeks whose social
reasoning skills are microscopic. It's pretty hard to design a game
about a challenge you don't understand. Indeed, a number of game
designers have angrily rejected my claims on this matter by denying
that such a thing as social reasoning even exists.
Although I phrase my put-down of game designers in kinder, gentler
terms, the problem at work here is quite serious: autism. Psychologists
are now realizing that autism is not some single-valued disease that
strikes a few unlucky souls; it is instead a broad-spectrum malady that
affects millions of people to greater or lesser degrees. In its most
benign form, autism expresses itself as a general reluctance to
interact with others, a shyness or social clumsiness. Sound like
anybody you know? How about programmers? Although most programmers are
perfectly healthy, the field attracts people with social skill
deficits. This explains why so much of the output of programmers is so
user-intolerant. With most software, such personality traits do no more
damage than to make software difficult to use, costing us billions of
dollars in lost productivity and accidents. But with games, the results
are really serious: It's pretty hard to entertain people when you
simply can't relate to them!
The cluelessness of the game design community with regard to social
reasoning is truly breathtaking. One of the perennial questions among
game designers is this: "How can we entice more female players into our
fold?" Answers to this question have ranged from " ut a bow on
Pac-Man's head and call him Ms. Pac-Man" (seriously! Midway actually
did this!) to "Give them pink BFGs (Big Guns)" (not so seriously). Game
designers can't seem to come to grips with the fact that social
reasoning fascinates most women. You can see it most easily in the
difference between the typical "guy movie" and the typical "chick
flick." The guy movie sports a hero with a huge torso, bulging arms, a
big gun in one hand, and a girl whose breast measurements exceed her IQ
in the other arm. The chick flick is about social relationships. Chicks
go to guy movies as an act of social cooperation with their guy; guys
refuse to go to chick flicks because such movies bore them out of their
skulls.
Clearly, if we want to appeal to more women, we want to build games
that challenge their social reasoning skills. At the moment, this looks
rather difficult to do; it's so much easier to calculate the trajectory
of a bullet than to figure out why Jane left John. However, I suspect
that, when we do produce games with strong social challenge, we will
use simplified systems of interpersonal relations that will be
iconically represented; when this happens, we will likely think that it
looked obvious all along.
第四章 挑战
第二,视频游戏玩家和吸毒者同样有一种自己是强大的和刀枪不入的错觉。吸毒者有这
样的幻觉:他们更聪明了,更有创造性,而且能够看到他们自己的灵魂深处的秘密。视频游
戏玩家报告说有同样的强大和刀枪不入的经验。当他们玩视频游戏玩的非常开心的时候,即
使他们身边有危险,但是他们精神都投入在游戏之中,仿佛无知无觉的一个幽灵,甚至感受
不到伤害。
第三,忘却他们所生活的那个灰暗,让人失望的世界。就像一些人喝酒以忘却,一些视
频玩家为了忘记他们父母对他们粗暴的对待,忘记专制的老师,或者让人沮丧的失败,来到
一个具有简单的挑战和频繁的辉煌成功的世界。他们在真实的世界是那么的不开心;这是经
验的一个重要组成部分。
最后,视频游戏天生就具有让人上瘾的特性。当用药物上瘾时,上瘾并不是一个不可避
免的行为;一些人看起来更容易上瘾,另一些人不会。但是毫无疑问一些小孩子对于视频游
戏上瘾了。他们用视频游戏的乐趣取代了他们生活中所有的其它活动。他们对于日常事务优
先级的处理也因为对游戏的喜爱而扭曲了。他们无法停下来。面对现实吧:这就是上瘾。
当然,在视频游戏和药物成瘾的经验之间,还是有些不同。在直接的药物影响之下,仅
有少数人没有上瘾;而大多数视频游戏玩家并没有上瘾。我并不是说视频游戏玩家和吸毒者
毫无区别;而是说一些极端的玩家和吸毒者显示出了某些相同的的征兆。
有些研究员会去寻找视频游戏玩家和吸毒者的大脑功能之间的细节比较的;这仅仅是一
个时间问题。当研究结果发表的时候,相信你不愿意持有视频游戏公司的股票!
社会原因:
现在的电脑游戏对于挑战作的还不够!所以在电脑游戏中如此缺乏社会关系的描述一点
也不奇怪:大多数游戏设计师的社交能力不怎么样.你很难设计出来一个关于你不理解的领域
的游戏.还有,一部分游戏设计师根本拒绝接受我的建议,因为他们认为在游戏中的社会关系因
素根本就不存在.
尽管我认为游戏设计师是心地善良的绅士,但是他们在工作上的问题很严重:孤僻症.心
理学家现在认为很多人都有某种程度的孤僻症,而不是一些简单的极端症状,这是一种困扰着
数百万人健康的疾病.在这种疾病的初级阶段,患者不愿意和别人交流,显得害羞和胆怯.听起
来就像你认识的某个人?而程序员又如何呢?大多数程序员非常健康,这块领域的人天生就在社
交上缺乏技巧.这就解释了为什么大多数程序员所设计出来的杰面对用户一点也不友好.大多
数软件中,这样的个性特点不过是软件难以使用,并且在所造成的事故中消耗我们数十亿美元.
但是关于游戏呢,结果非常严重:在你不和人们联系的时候,你怎么去让他们为你的作品开心呢
?
游戏设计中关于社交问题的设计弱点是惊人的.有一个普遍困扰游戏设计师的问题是:"
我们如何吸引女性玩家?"关于这个问题的回答,有人这么做了:"在吃豆人游戏中,给小人头上
加一个发卡,并叫她小姐,来让女性也爱上这个游戏(开个玩笑)".游戏设计师并没有学会让大
多数妇女都喜欢上的社会关系处理.你能从典型的"男孩电影"和"女孩电影"中看到这一点,男
孩电影中有一个英雄,他的手里握着枪,粗壮的手臂挽着的那个女孩------她的胸围尺码超过
了她的IQ数字.而女孩电影却是关于社会关系的处理.女孩们去看男孩电影,仅仅是因为她们这
样做能和男孩们一起;男孩们拒绝去看女孩电影,因为这暴露了他们的弱点.
毫无疑问,如果我们想要吸引更多的女性,我们需要制造出来挑战她们社会关系的游戏.
同时,这相当的困难.比起描述子弹的轨迹,描述Jane为什么离开John要难的多.尽管如此,我
仍然认为当我们在做出来一个带有很多社会关系的游戏的时候,我们将会使用相对简单的系统
来表达复杂的关系;到那时,我们就会认为这是显而易见的道理.
atian.dpnet.com.cn------welcome!
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