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战斗力 鹅
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注册时间 2019-11-21
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神偷的设计团队肯定是想到了且有意识地设计了物理引擎,并采取了高度系统化和涌现式设计思路的,这个神偷的开发团队自己说过。在游戏发售之前,神偷的开发者在宣发时曾经有一个网站具体叙述过他们的设计哲学:现在只能在web archive上看到了,大约包含“My manifesto”: https://web.archive.org/web/1998 ... dark/manifesto.html和“How do we do it”: https://web.archive.org/web/1998 ... nfo/dark/howdo.html两部分。当时神偷开发者们把这一套东西自称为“沉浸式现实”(“immersive reality”)设计哲学而不是现代玩家常用的沉浸式模拟。
对于物理引擎/系统化设计,网站上“How do we do it”第三段如此写道:
To unlock this potential in our games requires designing not just puzzles and quests, but interacting systems which the player can experiment with. These systems include things like the physics simulation and player movement, combat, magic, and skills, and our "Act/React" concept of object interaction. By setting up consistent rules for each such system, and designing interactions between them in a common-sense but controlled way, we end up with what is in essence one big system.
关于涌现式设计,原文网站第四段和第五段如此写道:
Because of the way this big system is constructed, it remains fairly manageable (so we can ship games as close to on time as ever happens in this business). But paradoxically, the connections between subsystems lead to interactions of interactions, and these multiply to the point where even we the designers don't fully understand the big system. This is the essence of the concept of "emergent behaviors," a notion we picked up from the fields of Artificial Life and Systems Analysis, and about which there's probably lists of Ph.D. theses as long as your arm. (No shit, we really think about stuff like this. Why should the 3D graphics guys get all the fun playing with brain-grinding science?)
This "emergent behaviors" business happens unintentionally in all sorts of projects, but if you're aware of it it's something that you can purposefully design for. We actually like it when our playtesters manage to defeat a problem in a way that we never thought of, despite the bugs it sometimes causes, because game-design-wise these emergent behaviors are like free money from heaven. Once your players can surprise you like this, you know for damn sure they're being creative. Bet you didn't think I was ever going to tie this back into the old "personal expression through creative improvisation" theme, eh?
这些叙述与现代人们对沉浸式模拟游戏的理解即使不是完全相同也可以说是非常接近了。至于为什么要采用高度系统化和涌现式的设计思路,在两篇文章中也可以看到,粗略地说,神偷团队想要真正的在电脑上去模拟TRPG游戏,尤其是“玩家通过社交互动和对冒险问题的创造性解决来发挥想象力”的过程,具体地说,神偷团队最初的想法是希望能够模拟TRPG里的游戏主持人/裁判,能够对玩家的行为做出反应。当然最大的彩蛋还是第一篇文章末尾:
What it will be is one thing that Shock was, which is a damned fine game, the like of which nobody else could (or would) do.
可以说是真的自信。
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