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By N2H
欢迎拉夫乌韦科斯特的个人网站: MMOs ,游戏,写作,艺术,音乐,书籍。

Living Game Worlds 2006: Will Wright’s keynote 生活博弈世界2006年:威尔莱特的基调

February 16th, 2006 2006年2月16日

Here I am listening to a panel and taking notes, and I figured, hey, I can share some of these with you.我在这里听一个小组,并指出,和我想,嘿,我可以分享其中的一些与您联系。 These are just my rough notes, not really a transcription.这些只是我的粗略说明,不是一个真正的转录。 The talk had pretty heavy overlap with some stuff Will’s presented before.谈论了相当沉重的重叠,有些东西会的提交。

How other fields can inform interactive design 如何其他领域可以通知交互式设计

Games exhibit “film envy,” taking too much inspiration from linear media.运动会展览“电影嫉妒, ”考虑太多灵感来自线性传播媒介。 We shouold be looking at more fields to draw learning from.我们shouold寻求更加广泛的领域内提请学习。

Will moved through several other fields, which I’ve bolded here. 通过将移至其他几个领域,我已经粗体这里。

Industrial design: 工业设计:
Used to be a model of apprenticeship, switched to a professional model (schools and theory).曾经是一个模型的学徒,转为专业模型(学校和理论) 。 Two modes here: craftsmen who represent unself-conscious design, changing into professionals using self-conscious design.这两种模式的位置:工匠谁代表unself意识的设计,转变为专业人员使用自我意识的设计。 Craftsmen learn thru failure, whereas professionals are protected from failure by theory they learn.通过学习手工艺失败,而专业人员受到保护,没有理论,他们学习。

An anecdote: a pottery teacher split his class into two groups.一个故事:一个分裂的陶器老师在课堂分为两组。 One group was told they would be graded on quantity of pots they made.其中一组被告知他们将分级对盆量的他们。 The other was told they would be graded on just one pot.其他被告知他们将分上只有一个锅。 In the end, the ones that made zillions made better pots from an artistic point of view.最后,那些取得zillions取得更好的花盆从艺术的角度来看。

The balance between the two approaches is important.两者之间的平衡这两种方法是非常重要的。

The chair as the basic design object that designers test themselves on, a tree of requirements from different domains: sturdiness, affordability, aesthetics, etc. Games have a tree of basic requirements too: fun, aesthetics, etc.椅子的基本设计目标,设计自己的测试,一棵大树的要求从不同的领域:坚固,可承受,美学,等奥运会有树的基本要求太多:有趣,美学等

Industrial designers do prototypes very well.工业设计师做原型非常好。 you want 2-3 days iteration time.您想迭代2-3天时间。 It is important to sit back and ask “how do you use this?重要的是要坐下来问“你如何使用呢? can you guess how it works?” The “let me try” test means the user built an internal model of how it works.可你猜它是怎么做到的? “的”让我尝试“试验是指用户建立了一个模型的内部工作方式。 Testing at a deeper level: do they want to save what they have done?测试在一个更深层次的:他们要保存他们做些什么呢?

Architecture: 建筑:
Space planning.空间规划。 a field that is self-aware about design process, from pattern language to feng shui.一个外地这是自我意识的设计过程,从模式语言的风水。 Pitfalls we can learn from: at high levels it’s too much about critics; the parallel is making games for hardcore gamers.陷阱,我们可以借鉴:在高水平的太多的批评;平行的是游戏的铁杆玩家。

Japanese gardens: 日本花园:
Emotionally evocative, elaborate grammar of symbology.令人回味的情感,阐述语法符号。 (Will referenced a book about “the 48 kinds of rocks” — symbols with mythic, historical, and religious significance. (会引用一本书“的四十八种岩” -象征与神话,历史和宗教意义。

Irregular paths with odd shaped rocks force you to look down to expand your concept of space, or play with foreshortening.不规则的路径与奇形岩石迫使你看不起扩展您的空间观念,或玩透视。 The gardens are designed to work over time — seasons, etc, and include an aspect of humanity.花园的设计工作随着时间的推移-季节等,并包括一个方面的人类。

Simplicity: the garden is not complete unless there is nothing else you can remove.简单:花园是不完整,除非有没有别的可以删除。 In games we often do the kitchen sink.在游戏中,我们经常这样做厨房的水槽。

Also meant to help mental processes: zen gardens.也意味着,以帮助心理过程:禅宗花园。

The Russian space program: 俄罗斯太空计划:
Similar to the gardens: simplicity.类似的花园:简单。 The Soyuz navigation computer was literally a globe with mechanical controls.联盟导航计算机编程人员的全球机械控制。 Very simple stuff, but they’ve lost less people in space than the US has.很简单的东西,但他们已失去人民的少空间比美国。

Automotive design: 汽车设计:
Has a heavy engineering component (like games), lots of art, lots of usability concerns.有一个重型工程的组成部分(如游戏) ,大量的艺术品,大量的可用性问题。 Spends a lot of time on interfaces, doing heatmap analysis of UIs.花费大量的时间来对接口,这样做heatmap分析用户界面。

We could do similar things in games: how often are buttons clicked on?我们可以做类似的事情在游戏:如何往往是按下按钮? Which are hit near each other?这是近击中对方? This was used to balance out the Sims UI.这是用来平衡的模拟人生的UI 。 Which verbs are in the game and what controls should be prominent?其中动词是在游戏中,哪些控制应突出?

Games are like auto racing: invented problems, like the DARPA Grand Challenge, power tool racing in San Francisco, etc. Concept cars: not practical today, but by collecting elements, very useful for future development.奥运会就像是赛车:发明问题,如DARPA大挑战,电动工具赛车在旧金山等概念车:今天不切合实际,但收集的内容,非常有用的发展前景。

“Creativity is allowing yourself to make mistakes. “创新是允许自己犯错误。 Art is knowing which ones to keep.” — Scott Adams艺术是知道哪些保留。 “ -斯科特亚当斯

Volvo formed a team of women to create a concept car.沃尔沃成立了一个小组的妇女创造一个概念车。 in order to recapture the soccer mom market.为了重新夺回市场的足球妈妈。 They got lots of configurable cargo space, headrests that supported ponytails, no gas caps needed, etc, seat inserts for customization.他们有大量的可配置的货舱,头枕,支持马尾,没有必要天然气帽等,座椅为定制。 Toyota did a project with Sony to mix in Aibo to a car… it displays emotions externally to other drivers with an antenna that wags.丰田没有一个项目,索尼混淆在爱宝的车...它显示情绪外部其他司机的wags天线。 Interior has vid displays per seat.室内展示了大卫每座位。

Cars are also vehicles for self-expression, like many games are becoming.小轿车也在汽车的自我表达,像许多游戏正变得。

Art: 艺术:

Art hit photorealism 400 years ago and didn’t stop; it kept going into abstraction again, from whence they came.艺术击中照片400多年前,并没有阻止它继续进入抽象再次,来自何处,他们来了。 Games tend to be externally representational right now…比赛往往是对外代表权现在...

Magic: 魔术:
Stage magic is about building a model in the audience’s head — getting you to build the wrong model, actually.舞台神奇的是关于建立一个模型,观众的头-帮助您建立了错误的模式,实际上。 Games do the same thing.运动会做同样的事情。 AI is also like magic — misdirection, building a player model of intelligence, not about actually building intelligence.大赦国际也像魔术-误导,建设一个球员模型的情报,而不是实际建设的情报。

There’s no such thing as AI, it’s really just a collection of tools we use.没有这样的东西人工智能,这真的只是一个收集的工具,我们使用。

You need to help the player build a model, or they will build the wrong one (they always build one).您需要帮助球员建立一个模型,或者他们将建立一个错误的(他们总是建立一个) 。

Consider the story of the Mechanical Turk…试想故事机械特克...

Biology: 生物学:

Fitness landscapes are the basis for the Sims AI model.健身景观的基础冼人工智能模型。 You can use it for market analysis as well.您可以使用它的市场分析以及。

Language: 语言:
After release we go listen to players to see their stories, what verbs they use, what nouns matter.释放后,我们去倾听球员看到自己的故事,是他们使用的动词,名词什么问题。 In The Sims the dominant word was “dollhouse” at first, then the language shifted as people started telling stories.在模拟人生占主导地位的词是“游乐”的第一,那么语言也发生了变化,人们开始讲故事。

Designers have a different language from players, under the hood.设计师有不同的语言播放器,引擎盖下。 This is semiotics.这是符号。 The sender is going thru a medium to send a message to a receiver.发件人正在经历一个中等发送邮件的接收器。 There’s noise in it, and the receiver decodes it all, which may result in a different message.有噪音,并接收解码这一切,这可能会导致不同的信息。

There are also different levels of symbolism: symbolic, iconic, indexed (representational).也有不同程度的象征意义:象征性,标志性,索引(代表) 。 Most of our intelligence is about filtering.大多数我们的情报是关于过滤。

A computer mouse had “do” and “point” as its language, originally: do on the button, and point on the mouse proper.一个电脑鼠标已经“做”和“点”作为其语言,原来:这样做的按钮,点鼠标恰当的。 Then “do” and “ask” (right mouse button) and “point” was the next step.然后, “做”和“问” (滑鼠右键)和“点”是下一个步骤。 Thyey then added “browse,” via the mouse wheel, then “next” and “last,” and these days it’s confusing. Thyey然后说: “浏览” ,通过鼠标滚轮,然后“下一步”和“最后, ”和这些天的困惑。 : )

In terms of display, meaningful nouns in games tend to get saturated in the artwork, to call them out.从显示的,有意义的名词往往在游戏中得到饱和的艺术品,呼吁他们。 Verbs tend to be spectacular, and limited.动词往往是壮观,和有限的。 Exaggerated adjectives.Most games have one verb: kill.夸大adjectives.Most场比赛有一个动词:杀人。 In the industry, there are not too many more: race, manage…在这个行业,有没有太多的更多:种族,管理...

People are good at interpreting verbs, as in shopping browsing and infer the verbs… independent of culture, age, and gender.人们在解释好动词,如在浏览和购物推断动词...独立的文化,年龄和性别。

Film/storytelling: 电影/故事:
There’s too much inspiration drawn from this in games.有太多的灵感来自这个游戏。 Storytelling has a very evolved structure, emotional ride, arcs, etc. The claim is that film deals with rich emotions, and games with crude ones, BUT that’s not fair– it’s just a different.emotional palette.故事有一个非常演变结构,情感游戏机,弧等,要求是,影片涉及丰富的情感,和游戏的原油,但这是不公平的,它只是different.emotional调色板。 Games can give guilt, pride, accomplishment, expression, which movies cannot…奥运会能给内疚,自豪感,成就,表达,这电影不能...

Rather than linear, games are like giving players a vehicle to explore the possibility space with.而不是线性的,游戏是想给球员的车辆探讨是否有可能与空间。 The interesting stories are the player ones.一个有趣的故事是球员的。

From the player point of view, there’sa fine line between complex behavior and randomness.从球员的角度来看,有细微的界线之间复杂的行为和随机性。 It’s all about seeing causal chains: what caused something to happen?这是看到所有的因果链条:什么东西造成的呢? If you can’t tell, it comes across as random.如果你不能告诉,但遇到的随意性。

Toys and models: 玩具及模型:
Some are creative, where you create models as you play, like Legos.有些是创造性的,在这里,您创建模式,作为你打一样, Legos 。 Some are loosely representational like dollies.有些是松散的代表性像推车。 Then there’s models, which are directly representational.其次是模式,这是直接的代表。

Models strip out the irrelevant.模型带出无关紧要。 Many toys are scaffolding for imagination — Lego. The less detail, the easier it is to edit for people.许多玩具的脚手架的想象力-乐高积木。详细的少,就越容易编辑的人。

As designers we are working with two processors: the CPU and the brain.作为设计师我们正在同两个处理器: CPU和大脑。 In interactive fiction it was 80/20 to imagination, today it’s 80/20 to CPU.在互动小说这是80/20来的想象力,但今天的80/20到的CPU 。 But we could feel empathy for 20 pixels in Choplifter…但是,我们可以感觉到同情20像素的Choplifter ...

Some trends he sees in the industry: 有些趋势,他认为在该行业:
When picturing game devleoper job roles, we think of artists, programmers, designers, producers.当比赛devleoper想象就业的作用,我们认为,艺术家,程序员,设计师,生产商。 But he’s seeing more value in programmers with design skills, artists with programming skills (particularly for procedural art), and designers doing more programming, which a lot to do with prototyping.但他看到更多的价值,程序员与设计技巧,艺术家与编程技能(特别是程序性艺术) ,和设计师做更多的节目,其中有很多事情要做的原型。 Designers need to be fluent in process.设计师需要流利的进程。 That’s our medium.这就是我们的媒介。 Also producers more fluent in design, understanding iteration and process, which helps them manage better.生产者也更流利的设计,迭代理解和过程,这有助于它们更好地管理。 Basically, looking at more interdisciplinary teams.基本上,寻求更多的跨学科小组。

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    The Orson Welles of games. 该奥森威尔斯游戏。 He recently gave a talk at Georgia Tech about… well… everything. 他最近发表了谈话佐治亚理工学院以及有关... ...一切。 The state of the industry, where it’s headed, relationships with other fields, Japanese Zen Gardens, etc. You can read Raph Koster’s notes on the talk 国家的产业,它的领导的关系,同其他领域,日本禅宗花园等可以阅读拉夫乌韦科斯特的说明谈话

  5. ProjectPerko: Models for Games? wrote on ProjectPerko :模型的奥运会?发表文章

    [...] Raph covers Will Wright’s speech at a conference. [...]拉夫乌韦涵盖威尔莱特上的讲话一次会议。 I love the subtext to Will Wright’s speeches: if you haven’t noticed, he more or less skips anything he knows inside and out. 我爱的潜台词,以威尔莱特的讲话:如果你还没有注意到,或多或少地跳过他知道什么内外。 He’ll go into great detail on a lot of interesting things, but as soon as he comes to a concept he’s already applied on a mass scale, he just says a few quick sentences. 他将进入非常详细的许多有趣的事,但只要他来的一个概念,他已经适用于大规模,他只是说几个简单的句子。 I like that: it says he’s doing this as much for himself as for anyone else.Anyhow, I think that having different ways of looking at game design is very beneficial. 我喜欢这一点:它说,他这样做了,自己都else.Anyhow ,我认为有不同的方式寻找游戏设计是非常有益的。 However, in the end, looking at games in terms of cinema, car racing, biology, or stage magic is going to be replaced with looking at games as games. 然而,归根结底,看场的电影院,赛车,生物学,或舞台魔术将是取代看场比赛。 After all, cinema was first looked at as photography or thrill rides. 毕竟,电影是先看摄影或刺激的驾驶旅程。 It wasn’t until the idea of cinematic timing came in and turned cinema into its own art.Looking at games in terms of other types of systems is fine. 直到影片想法来到时机和转向电影纳入自己的art.Looking在游戏方面的其他类型的制度是好的。 But, in the end, games are games. 但是,归根结底,游戏的游戏。 They have a unique methodology. 他们有一个独特的方法。 And the true challenge is not to figure out what they are most like, but what piece of them is unlike anything else. 和真正的挑战不是要找出他们最喜欢,但其中一块是不同于别的。 Then, master that piece.The problem with that is that we’re calling lots of things “games”. 然后,主人说piece.The的问题是,我们要求很多事情“游戏” 。 Real-world car racing is a game. 真实世界的赛车游戏。 Gambling on yak fights is a game. 赌博打架的牦牛是一种游戏。 Seeing how long you can hop on one leg is a game.Similarly, I make quite a lot of games. 看多久你可以跳的一条腿是game.Similarly ,我使相当多的游戏。 95% of them are not computer games! 95 %的人没有电脑游戏! They are role-playing games, or card games, or board games, or anything else under the sun. 他们的角色扮演游戏,或纸牌游戏,或棋类游戏,或其他任何在阳光下。 Do all of these “games” have one, connecting thing which isn’t shared in other systems?Originally, I wrote a long essay about the various things that it could be, but that took up a lot of space. 会做所有这些“游戏”有一个,连接东西是不同意的其他系统?最初,我写了长文的各种事情,它可以,但拿起了大量的空间。 Let me spill it for you: it isn’t interactivity. 让我泄漏给你它不是互动性。 It isn’t “fun”. 这不是“乐趣” 。 It isn’t complex systems. 这不是复杂的系统。 It’s weighted feedback loops.All games, from the stock market to yak racing to poker all have feedback loops. 这是加权反馈loops.All游戏,从股市牦牛比赛,以扑克都反馈回路。 But more than that, these are loops with high-grain rewards. 但更重要的是,这些都是循环的高粮食奖励。 You can win or lose in a wide variety of intensities. 您可以输赢各种各样的强度。 “Oh, man, Wonder Yak lost by just a spittle’s length! “噢,老兄,神奇牦牛损失只是一个唾沫的长度! I was so close!”The stock market, by this definition, is a game. 我是如此接近! “股市,通过这一定义,是一种游戏。 You can win or lose in a wide variety of ways and intensities.But it’s only a game if you’re playing on those rewards. 您可以输赢各种各样的方式和intensities.But这只是游戏如果你玩这些奖励。 Many people who have been playing the market for a long time start to get jaded. 许多人谁一直在市场上很长一段时间开始得到厌倦。 They set other rewards, such as “continue making at least 12%”. 他们设置其他奖励,如“继续取得至少12 % ” 。 The feedback is no longer “won by 11.3%” or “lost by 2.9%”, it’s now often reduced to “won” or “lost”. 反馈不再是“赢得了11.3 % ”或“失去了2.9 % ” ,现在常常沦为“获得”或“丢失” 。 That’s not enough granularity. 这就是没有足够的粒度。 That feedback is too simple.Similarly, driving is a complex feedback loop, but there’s no real granularity. 这种反馈是太simple.Similarly ,驾驶是一项复杂的反馈回路,但没有真正的粒度。 There’s any number of “lose” intensities, from “you made that guy honk” to “you crashed into a yak-racing arena”. 有任何数量的“损失”强度,从“你这个家伙honk ”到“你撞上了牦牛赛车舞台上。 ” However, there’s no “win” intensities. 然而,没有“双赢”的强度。 If you do “good enough”, you do good enough. 如果您“足够好” ,你就不够好。 Not enough feedback!At the heart of every good game is a beautifully reactive reward system stapled to a feedback loop. 没有足够的反馈信息!在心脏每良好的比赛是一种美丽反应奖励制度装订的反馈回路。 First person shooters are excessively good at this, with a multi-axis set of reward/penalties. 第一人称射击过于良好在此,以多轴一套奖励/惩罚。 Like health. 一样的健康。 Yeah, you can run out of health and lose. 是啊,您可以运行的健康和损失。 But more often, taking a hit of any kind lowers your health only somewhat. 但更经常地采取了打击任何形式的降低你的健康只是有点。 You can use that as a measure of your success so far.All good games have these kinds of clear, high-grain feedback.They don’t need “goals”. 您可以使用,作为一个衡量你的成功,使far.All良好的游戏这些类型的明确,高粮feedback.They不需要“目标” 。 They don’t even need to make sense. 他们甚至不需要道理的。 The things that set games apart from every other kind of system is that weighted feedback loop.And I’ll tell you more about it sometime soon. 事情一套游戏之外所有其他类型的系统是加权反馈loop.And我会告诉你更多关于它不久。 Or, at least, what I think about it. 或者至少,我想它。 [...] [...]

  6. Game Culture Watch wrote on 游戏文化观察发表文章

    In Raph’s blog, he relayed a keynote given at Living Game Worlds 2006. 在拉夫乌韦的博客,他转达基调给予生活游戏世界2006年。 The keynote had this to say, among other things: Games exhibit “film envy,” taking too much inspiration from linear media. 主旨是这样说,除其他外:游戏展览“电影嫉妒, ”考虑太多灵感来自线性传播媒介。 We shouold be looking at more fields to draw learning from. 我们shouold寻求更加广泛的领域内提请学习。

  7. And it starts.. 它始于.. today o/ wrote on 今天的O /发表文章

    [...] Hmmm…http://www.raphkoster.com/2006/02/16/living-game-worlds-2006-will-wrights-keynote/ [...] [...] Hmmm ... http://www.raphkoster.com/2006/02/16/living-game-worlds-2006-will-wrights-keynote/ [...]

  8. The Video Game special (on NaSM) wrote on 视频游戏特别(上NaSM )发表文章

    with it and try to reset it. 它并尝试重置。 And we’re filming all that.” PR act III: The keynote at the Game Dev Conference: What’s Next in Content, not really! 我们正在拍摄的一切。 “公关行为三:主旨在游戏开发会议:接下来的内容,而不是真的! or Why I Get Too Obsessed with My Game Research (some live blogging attempt of the Wright keynote,more notes on Will Wright’s keynote and Will Wright bits & bobs) 或为什么我太执着于自己的比赛研究所(一些生活博客企图赖特基调,更说明威尔莱特的基调和威尔莱特位& bobs )

Reader Comments 读者评论
  1. Psychochild said on Psychochild说,

    Looks very similar to a talk Will gave at the GDC a few years ago, with a few more bits added that he’s talked about since then.看起来非常类似的讲座,给圈在几年前,很少有更多的比特说,他的谈论自那时起。 He’s right, though, in that a good game designer takes inspiration from everywhere.他的权利,但在这一个良好的游戏设计师需要灵感来自世界各地。 Although, I think you could extend it and say a good creative person takes inspiration from everywhere.虽然,我想你可能会延长,并说,一个好的创意人需要灵感来自世界各地。

    The comments about interdisciplinary teams are also interesting.该评论的跨学科团队也非常有趣。 I’ve worked to stay very interdisciplinary instead of focusing on a specific aspect (like programming, which is where the real money is).我一直在保持非常多学科而不是侧重于一个具体的方面(如编程,这是真正钱) 。 However, it’s very hard for me to find a position that will actually use all my abilities.但是,目前我很难找到一个位置,将实际使用我所有的能力。 Usually people want to stick me in a single department.通常人们希望我坚持在一个单一的部门。 Having a “programmer/designer” or “programmer/writer” just doesn’t fit in most organizations.有“程序员/设计师”或“程序员/作家”只是不适合在大多数组织。

    Finally, as I said in my AGC rant , Will Wright is one of my favorite game developer public speakers.最后, 正如我在自动增益控制言论 ,威尔莱特是我最喜欢的游戏开发商公开发言。 He’s always been very dynamic and he presents information in a very interesting way.他一直非常活跃,他介绍在一个非常有趣的方式。 I’ve tried in incorporate a lot of his techniques into my own speaking style, but I’m still working on getting interesting slides.我试过在纳入了很多他的技术纳入自己的讲话风格,但我仍然工作越来越有趣的幻灯片。

    Thanks for the info, Raph.谢谢您的信息,拉夫乌韦。

  2. Charlie Cleveland said on 骑士查理说,

    Great article.大文章。 I think product design is useful as well, but more for reducing risk in your games and making sure there’s an audience.我认为产品设计是有用的,但更多的减少风险在您的游戏,并确保有一个观众。 Thinking about games filling a market need can be a useful model, though obviously it shouldn’t be the only model.思考游戏填补市场需求可能是一个有用的模式,但显然不应该是唯一的模式。

  3. Michael Chui said on 迈克尔翠说,

    Space planning.空间规划。 a field that is self-aware about design process, from pattern language to feng shui.一个外地这是自我意识的设计过程,从模式语言的风水。 Pitfalls we can learn from: at high levels it’s too much about critics; the parallel is making games for hardcore gamers.陷阱,我们可以借鉴:在高水平的太多的批评;平行的是游戏的铁杆玩家。

    Heh. Heh 。 I’ve been struggling to read through Christopher Alexander’s first real book, “A Timeless Way to Build”, which is followed by “Pattern Languages”.我一直在挣扎通读克里斯托弗亚历山大的第一次真正的著作“永恒之道建设” ,这是其次是“模式语言” 。 Struggling, mostly because his writing style doesn’t really hook me into reading and reading; that’s not necessarily bad.苦苦挣扎,主要是因为他的写作风格并不真正钩把我读书和阅读;这并非是一件坏事。

    I find most of the other remarks interesting, but not commentable, except that the Industrial Design one makes me ponder how to craft a game design curriculum.我发现大多数其他有趣的谈话,但没有commentable ,唯一例外的是工业设计一个让我思考如何制作一个游戏设计课程。

  4. R said on R说,

    Great ideas.伟大的构想。

    How about a piece on why I see so many great ideas (from many sources), but so few great games.如何在一块就是为什么我看到这么多伟大的想法(从许多来源) ,但如此少的伟大的比赛。 What goes wrong in translation from idea to game?什么不用翻译中的错误从概念到游戏吗?

  5. secureplay said on SecurePlay软件表示,

    Games运动会

    How about the traditional/board/card games industry as a model?如何对传统/板/卡游戏产业作为一种模式? Non-computer games work to capture the essense of an experience with minimal mechanics and elegent & efficient & novel interfaces.非电脑游戏的工作,抓住本质的经验以最小的力学和elegent与效率&小说接口。 Why does the computer games industry always reach so far away when it has a rich world to tap right next door?为什么电脑游戏业始终达到那么远时,它拥有丰富的世界利用隔壁?

    I think one of the reasons that computer games get done so poorly is that the publishers and developers confuse graphics & programming (which consume a lot of resources & time) with design (which consumes a lot of thinking and very few resources).我想原因之一,电脑游戏可以这样做不好的是,发行商和开发商混淆的图形和编程(消耗大量的资源和时间)与设计(其中消耗了大量的思想和极少数资源) 。 Look at theatre or anime or regular games or any other entertainment except for mainstream computer games (and movies) - the power & effectiveness of the art comes from lack of resources and using that constraint as a spur for creativity.看戏剧或电影或经常游戏或任何其他娱乐除了主流电脑游戏(电影) -电力及效力的艺术来自于缺乏资源和利用这一制约因素的推动创造力。

  6. dwlt said on dwlt说,

    At Slam, I’ve been considering what the chair equivalent for games might be over the last few months:在大满贯赛事,我一直在考虑怎样相当于椅子的游戏可能是在过去几个月中:

    After some discussions, I think I have an answer, which I’m going to throw out for further discussion and dissection: the standard card game.经过一番讨论,我想我已经回答,这我会抛出作进一步讨论和解剖:标准卡片游戏。

    I’d obviously be interested to know what people think about that.我想显然有兴趣知道有人会想到这一点。

  7. moo said on 许丁茂说,

    How about a piece on why I see so many great ideas (from many sources), but so few great games.如何在一块就是为什么我看到这么多伟大的想法(从许多来源) ,但如此少的伟大的比赛。 What goes wrong in translation from idea to game?什么不用翻译中的错误从概念到游戏吗?

    Modern games have the same problem as blockbuster movies.现代奥运会有同样的问题,因为重磅炸弹的电影。 So many things have to go right to have a great movie.因此,许多事情去有权拥有一个伟大的电影。 Only one or two things have to go wrong to have a terrible movie even if everything else went right.只有一种或两种东西去错了一个可怕的电影,即使去其他一切权利。 (To pick a random example: Ocean’s Twelve). (要选择一个随机例如:印度洋的12个) 。 Both require large, interdisciplinary teams.这需要大量的,跨学科的团队。 Both are trying to create an immersive experience for the player (or viewer).双方正在努力创造一种身临其境的体验,球员(或观众) 。 And lots of things can break immersion.和很多事情可以打破浸泡。 A boring movie is a bad movie, and a boring game is a bad game.阿镗的电影是一个糟糕的电影,和无聊游戏是一个糟糕的比赛。

    Say Hollywood releases a couple movies a week.新闻稿说,好莱坞电影的一对夫妇一个星期。 Every week I look and see if any of them look good, but there’s only been a handful of movies since Christmas that looked like they *might* be any good.每星期我期待,看看是否任何人看好,但只有极少数是电影,因为圣诞节看起来可能会* *有任何好的。 Over 75% of them I could tell at a glance would be bad.超过75 %的人我可以告诉一眼将是坏。 To confirm my guess I usually check their rating at rottentomatoes.com.为了确认我猜我通常检查其评级为rottentomatoes.com 。 Most of the movies that looked bad to me got ratings below 50%, meaning they got generally negative reviews from over half the critics whose reviews were counted!大多数的电影,看坏了,我率低于50 % ,这意味着他们得到普遍的负面评语由半数以上的批评,其评语计数! So its not just me.因此,它不只是我。

    Why does Hollywood spend hundreds of millions of dollars every year making downright bad movies?为什么好莱坞花费数百万美元,每年使彻头彻尾的坏电影吗? Because people pay for (some of) them anyway.因为人支付(有些)反正他们。 Maybe that’s why we have so many sequels of sequels of FPSes lining the shelves at gamestop.也许这就是为什么我们有这么多的续集的续集的FPSes衬砌的货架上游戏。 A more interesting question is how can Hollywood line up a star-studded cast, pay them each millions, hire successful writer and director, and then end up with a bad script, bad plot, bad dialogue?更有趣的问题是如何能够按照好莱坞的一个明星荟萃演员,他们支付每百万美元,雇佣成功的作家,导演,然后结束了一个坏剧本,情节恶劣,恶劣的对话呢? It happens so often, and sometimes even great star performances can’t overcome this.它经常发生,有时甚至是伟大的明星表演无法克服这一点。 Similarly, many games with great technical execution, great Shiny graphics and so on, are just boring.同样,许多场比赛,优秀的技术执行,伟大的发光图形等等,只是无聊。 Or not fun to play.或不好玩的角色。 Or have a weak story or weak characterization.或有弱弱的故事或表征。 Players won’t make an emotional investment in the characters.球员不会让一个感情投资的字符。 Something is missing, and despite all the things the team got right, the game can’t rise above the things they got wrong.缺少的东西,尽管所有的事情了球队的权利,游戏无法超越的事情,他们有错误的。

  8. dsutton said on dsutton说,

    The Russian Space program kinda hit home…NASA spent a lot of dollars developing a pen that would write in zero gravity and under extreme temperature conditions.俄罗斯航天计划击中家里有点儿...美国航天局花费了大量美元,发展中国家的笔会写在零重力下,极端的温度条件。 The Russians used a pencil.俄罗斯用一支铅笔。 Or, at least, that’s how the story goes.或者至少,这是怎样的故事都会发生。

    However, as a study of Art History (my wife is an artist with an MFA and my BA was going to be Art History at one time), I’ma little curious as to how photorealism to abstraction translates into building games?但是,作为一个研究美术史(我的妻子是一个艺术家与外交部和我英航将是艺术史在同一时间) ,我现在好奇的是如何以抽象的照片转化成建设游戏吗?

    I’ve made myself out to be a noob before, so I won’t argue when I say this idea has me a little off balance.我犯了自己是一个noob面前,所以我不会说,当我说这个想法我已经有点失去平衡。 I have to admit I haven’t had time to read everything here, but this struck me as odd:我不得不承认我还没有时间看这里的一切,但我觉得这是奇怪的:

    Games tend to be externally representational right now…比赛往往是对外代表权现在...

    I’ma little skeptical on this comment.我没有怀疑就这一评论。 Before I comment further, can you expand just a bit on what this means?在我作进一步的评论,你能不能扩大只是位这意味着什么? If not, just call me a noob如果没有,刚才我叫noob : )

  9. Michael Chui said on 迈克尔翠说,

    Or, at least, that’s how the story goes.或者至少,这是怎样的故事都会发生。

    http://urbanlegends.about.com/library/bl_zero_gravity_pen.htm http://urbanlegends.about.com/library/bl_zero_gravity_pen.htm

    Like they say, pity it isn’t true.就像他们说,可惜这是不正确的。 It would be the very epitome of poor government spending, but I guess it’s just not that easy.这将是非常典型的穷人的政府开支,但我猜它只是并不那么容易。 =P = P

    I’d obviously be interested to know what people think about that.我想显然有兴趣知道有人会想到这一点。

    I had to wrap my mind around what it meant to be a “chair-equivalent” first, but once that settled reasonably well, a card game using a standard deck (which I presume you mean) isn’t bad.我不得不总结各地我心中意味着什么是“椅子相当于”第一,但是,一旦合理解决,游戏卡使用标准的甲板(我假设你的意思)是不坏。 But even dropping the “standard deck” portion might not lose too much, either.但是,即使放弃“标准甲板”的部分可能不会失去太多,无论是。 See:见:

    http://www.dvorakgame.co.uk/ http://www.dvorakgame.co.uk/

  10. Raph said on 拉夫说,

    Games (and CGI in general) have been chasing photorealism for a while now.游戏(和CGI一般)已追赶的照片,而现在。 CGI has reached it — not at movie length yet, and not with people, but there’sa surprising amount of CG is most every movie you watch these days. CGI模式达到了它-而不是在电影尚未长度,而不是人民,而且有令人吃惊的是协商小组每一个电影你看这些天。

    Games aren’t there yet.奥运会还没有。 But it’s much more expensive and difficult to reach photoreal in realtime than in a movie.但它价格昂贵,难以达到实时photoreal比一部电影。

    It’sa commonly held opinion that games will increasingly pursue “non-traditional rendering,” as the push to photoreal makes making games harder.这是一个普遍认为,游戏将越来越多地追求“非传统的渲染, ”作为推动photoreal使游戏难度。 The first time that started coming up a lot, we got cel shading.第一次即将开始了很多,我们得到细胞着色。

    What Will was saying was that photorealism is an attempt to represent the external appearance of things as accurately as possible.什么说的是,照片是企图代表外表的东西尽可能准确。 But once painters mastered realism, they started playing with the formal qualities of art, and exploring ways of conveying internal qualities, and not just external ones.但是,一旦掌握现实主义的画家,他们开始打正式的艺术素质,并探讨如何传达内部的素质,而不仅仅是外部因素。 They developed other forms of painting that moved past realism, and therefore past straight representation.他们开发其他形式的绘画,移动过去的现实,因此,过去的连续代表性。

  11. Raph said on 拉夫说,

    Oh, and I think a card game is an excellent chair equivalent.哦,我想卡片游戏是一个极好的椅子当量。 : ) But I made a comment today to some folks that the issue with having a chair equivalent at all in games is that part of the point of doing a chair is that you are being forced to consider refinement and improvement; it’s not about a new design from the ground up.但是,我发表了意见今天一些人的问题,有一把椅子相等于在所有比赛中的是,部分点做的椅子是,你正在不得不考虑完善和改进;这并不是一个新的设计从地面行动。 Games already have a big problem with being trapped in a refine/sequel mentality…奥运会已经有一个大问题,正在被困在一个完善/续集的心态...

  12. Michael Chui said on 迈克尔翠说,

    I don’t know… Advent Children is amazingly photorealistic, and is a total-CGI film.我不知道...降临之子是令人惊讶的真实感,是一个总的CGI电影。 It never triggered the Uncanny Valley for me.它从来没有引发诡异之谷的我。

    NPR, or non-photorealistic rendering, has been fairly prevalent in the past few years, according to a classmate’s “book” report, meaning that there is no truly good reason to represent photorealistically.的NPR ,或者非真实感绘制,已相当普遍在过去几年中,根据同学的“书”的报告,也就是说,没有真正很好的理由代表photorealistically 。

    The graphics have to be good , but they don’t have to look like real life.图形都必须很好,但他们不必像现实生活中。 Those are two entirely different metrics that are often conflated.这是两个完全不同的指标,往往混为一谈。

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