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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。

SXSW 07: Will Wright Keynote SXSW 07 :威尔莱特基调

March 14th, 2007 2007年三月十四日

Just go read…只要阅读... : )

3pointD.com » Blog Archive » SXSW Xcript: Will Wright Keynote 3pointD.com » blog存档» SXSW Xcript :威尔莱特基调

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

    “Whenever we take control away from player at all we are taking away the most important thing about games.” “每当我们控制以外的所有球员,我们带走了最重要的比赛。 ”

    That’s interesting, because I’ve been trying to define art in game design.这很有趣,因为我一直在试图确定在游戏美术设计。 I decided while in college, theatre is art through the human condition, music is art through sound, dance is art through bodily movement (or lack thereof), so games would be art through interaction.我决定在大学,戏剧是艺术通过人的条件,音乐是通过声音艺术,舞蹈艺术是通过身体运动(或缺乏) ,所以比赛将是艺术的互动。 Will tells us, essentially, that without interaction, we take away from what makes it a game.会告诉我们,基本上没有互动,我们远离使它成为游戏。

    I wrack my brain sometimes, trying to think of how to make a story happen in a game.余wrack我的大脑有时,试图想如何使一个故事发生在一个游戏。 But then, maybe it’s up to the player to define the story, while the game just gives a series of interactions.但是,也许是最多的球员来界定的故事,而游戏只是提供了一系列的相互作用。 I still play Alpha Centauri, and each time I see a different story unfold.我仍然发挥阿尔法人马座,每一次我看到一个不同的故事展开。 I also started playing the Sam & Max series on Gametap, but we only see one story come from that.我也开始玩山姆和马克斯系列Gametap ,但我们只能看到一个故事来自于这一点。

    It’s still a game, but it’s not the most…artistic?这仍然是一个游戏,但它不是最...艺术? Certainly not, by the way I’ve defined art in games.当然不是,由我定义了艺术的游戏。 But there’sa lot of other art going on there; there’s music, there’s visuals, there’s dialog.但是有很多其他的艺术去那里有音乐,有画面,有对话。 Just no art through interaction.只要没有艺术的互动。 You just click a bunch of stuff until the game shows you more stuff.您只需点击一大堆东西,直到比赛表明您更多的东西。

  2. Andrew Wooldridge said on 安德鲁伍尔德里奇说,

    I often see a game as a way for two people to play together only in different times/spaces.我常常看到一个游戏的方式两个人在一起玩只有在不同的时间/空间。 In many ways you are playing a game between you and the game developer(s).在许多方面,你是玩游戏的你与游戏开发商(星期日) 。 Very often I’ll find myself wonder what the designers thought about this level, or did they consciously bring this character onscreen right now.常常我会发现自己想知道的设计师想到这一级,还是他们自觉地把这个人物现在在屏幕上。 Its like a quick way to play overseas “chess” - against a game designer.它像一个快捷方式到海外打球的球员“国际象棋” -对一个游戏设计师。

    I had to mention however a game that seems very close to “art” for me, but not in the traditonal sense.我不得不提到游戏然而,似乎非常接近“艺术”对我来说,但不是传统意义。 Playing System Shock 2 was a turning point for me.播放系统冲击2的一个转折点我。 Sure playing Doom you might get an occasional jump when a creature popped out at you, but System Shock really got under your skin.当然你玩厄运可能会偶尔跳时,动物出现在你,但系统的冲击真的在你的皮肤。 I remember playing in the dark one night and getting so heeby jeebied that I had to stop playing and turn on the lights我记得打在黑暗中一晚,并因此获得heeby jeebied ,我不得不停止比赛,并打开照明灯, : ) Creating an experience like that is a dream…创造一个有经验,就像是一个梦...

  3. Rich Bryant said on 丰富的科比说,

    I wonder if Will has a creationist-lunatic-proof bunker somewhere?我不知道会不会有一个创世,疯子防爆掩体地方?

  4. Talaen said on Talaen说,

    Should the game tell you a story like a novel or a movie does, or should the game be a setting where you create your own story?如果游戏告诉你一个故事像小说或电影不,还是应该是游戏设置那里,您可以建立自己的故事?

    Or should it do both?还是应两者都做?

    One of the big reasons I play single-player RPGs like, say, Final Fantasy on the console or PC is precisely because they fill the same entertainment niche for me that movies and books do - they tell me a story.最大的一个原因,我发挥单人游戏的RPG游戏一样,也就是说,最终幻想的游戏机或电脑,正是因为他们补位相同的娱乐对我来说,电影和书籍做-他们告诉我一个故事。 I get to participate in the story some and that helps my sense of engagement.我要参加一些故事,并帮助我的参与感。

    At the same time, I play games like Civilization an awful lot, where I am essentially creating my own story, and it’s different every time.与此同时,我喜欢玩游戏的文明非常多,在那里,我基本上是建立我国自己的故事,而且每次都不同。

    What Will seemed to be trying to say is that games should allow players to tell their own story.什么似乎想说的是,游戏应该让球员告诉他们自己的故事。 I think there is definitely a place for that, but I also think there’sa place for games that are more along the line of interactive novels/movies, with a preset story to be told.我认为肯定是一个地方,但我也认为有游戏的地方有更多的线沿线的互动小说/电影,与预设的故事告诉人们。 They’re both good and they both resonate with the audience, for different reasons.他们都很好,他们都共鸣的观众,出于不同的原因。

    I did like how he went into the ways that story gets presented in games.我没有像他如何走进故事的方式获得游戏中提出的。 Do you follow a linear path, do you allow the player to choose his own path punctuated by various “gates”, and so on.你后续的线性路径,你允许球员选择自己的道路间断的各种“闸门” ,等等。 Very cool stuff.非常酷的东西。

    All in all, that’sa keynote I wish I had been able to hear firsthand.总之,这是一个基调我想我已经能够听到第一手资料。

  5. Steven Callas said on 史蒂芬卡拉斯说,

    I’m totally on the Spore bandwagon now just so I can see “interstellar wars between the carebears and the Klingons.”我完全孢子现在只是潮流,这样我就可以看到“星际之间的战争carebears和克林贡。 ”

  6. Phinehas said on Phinehas说,

    “I wonder if Will has a creationist-lunatic-proof bunker somewhere?” “我不知道会不会有一个创世,疯子防爆掩体地方? ”

    Why would he need one?为什么他需要一个? Spore is clearly a game about design.孢子显然是一个游戏的设计。 : )

    –Paul保罗

  7. Allen Sligar said on 艾伦Sligar说,

    Evolutionary algorithmic based feedback loop that supoports UGC?基于进化算法的反馈环路supoports教资会? WOW.魔兽。

    I’d like to take a peek at that database as well as those algorithims, I dont want to assume to much but his treatment of stories linear, symetrical and asymetrical, as well as “gating” leads me to believe that Spore likely works on a deeper level (meaning the machine learning pattern recognition) than any other games have to date.我想看看是否在该数据库以及那些algorithims ,我不想要承担很多,但他治疗的故事线,对称和asymetrical ,以及“门”使我相信,孢子可能工程更深层次的(指的是机器学习模式识别)比任何其他游戏至今。

    In terms less esoteric, WW Spore allows Wisdom of Crowds, UGC, and player interactivity to actually create the game (AI?).在不到深奥,二战孢子允许群体的智慧,教资会和球员的互动,以实际创造游戏(人工智能? ) 。 (maybe I’m reading to much into his talk however)’ (也许我读他的许多谈话然而)

    Thats got some pretty serious (thoretical) ramifacations that go beyond the game, (from a data mining perspective) maybe the Mice in Hitchhikers Guide to the Galaxy should have hired Will Wright, might have saved them some space/time…多数民众赞成了一些相当严重( thoretical ) ramifacations超出游戏, (从数据挖掘的角度)也许是小鼠在漫游指南银河应当聘请威尔莱特,有可能挽救他们一些空间/时间...

    Human brains after all are the best supercomputers (W)right?人类的大脑毕竟是最好的超级计算机(宽)的权利? : )

  8. Audry said on Audry说,

    “In the Sims we saw, when players were playing while sitting next to each other, they were verbalizing story as played.” “在冼我们看到,当球员们玩,而坐在旁边对方,他们verbalizing故事发挥。 ”

    Game IS story.游戏的故事。 It is the story of the player.这是故事的球员。

    I think what is being compared in this talk isn’t story and game.我想是在此相比,没有谈论的故事和游戏。 It’s passive media and interactive media.这是被动的媒体和互动媒体。 Comparing game to story is different than comparing passive to interactive.比较游戏的故事是不同的比较被动为互动。 Mistaking stories for passive media and games for interactive media restricts innovative thinking and creativity because it puts the very things we strive to change into unchangeable boxes.误区故事被动媒体和游戏的互动媒体限制了创新思维和创造力,因为它使事情我们非常努力转变不可改变的方块。 There is no reason why stories cannot be interactive or games passive.没有理由的故事不能互动或游戏被动。

    “Movies are primarily visual, games are primarily interactive, so whenever we take control away from player at all we are taking away the most important thing about games.” “电影主要是视觉,游戏主要是互动的,所以每当我们控制以外的所有球员,我们带走了最重要的比赛。 ”

    But not the most important thing about entertainment.但是,并不是最重要的娱乐。 Games are entertainment first, games second.游戏娱乐第一,比赛第二。 In entertainment, there is ultimately only one rule: “Whatever works, works.”在娱乐,但最终只有一个规则: “不管工程,工程。 ”

    Every rule can be broken, every belief about “what people want” can be shattered, every preconceived notion about “what sells” or who the “hottest demographic” is can be turned inside-out overnight.每一个规则可以打破,每一个信仰的“什么人希望”可以打破,每一个先入为主的概念对“什么是销售”或谁是“最热门的人口”是可以打开内进行的。

    Assuming games cannot take control away from the player without taking away the value of the game itself is a waste.假设游戏可以不采取控制远离不考虑球员的价值以外的游戏本身就是一种浪费。 It is a waste of creativity, possibility, and potential audiences.这是一种浪费,创造力,可能性和潜在的观众。

    “Story is following one causal chain and presenting it to the viewer.” “下面的故事是一个因果链,并提交给观众。 ”

    Assuming that story can only follow one causal chain or only be “presented” to the viewer passively is also a waste of all the ideas and innovations that could have come from NOT making such an assumption.假设的故事只能跟着一个因果链或仅是“提出了”向观众被动也是一种浪费,所有的想法和创新,可能来自没有取得这样的假设。 And it seems strange coming from the mouth of someone who also talks about putting story creation into the hands of players.这似乎有些奇怪来自口人谁也讲了故事创作的手中球员。 We cannot give players the power of storytelling if stories are unchanging and linear because if stories are unchanging and linear, they cannot be interactive, non-linear games.我们不能放弃球员的权力,如果讲故事的故事和线性不变的,因为如果故事是不变的和线性的,它们不能交互,非线性游戏。

    “Stories tend to be unchanging, very linear, whereas games tend to be open ended.” “故事往往是不变的,非常线性,而比赛往往是不限名额。 ”

    Games tend to be unchanging, very linear, whereas stories tend to be open-ended.比赛往往是不变的,非常线性,而故事往往是不限名额。

    Anything can be true if you find a way to make it true.什么都可以,如果你真正找到一种方法,使之真。 Isn’t the challenge in making something that isn’t so rather than in making what already exists?不是的挑战,使一些事实并非如此,而不是使业已存在什么?

    Game IS story.游戏的故事。 I intend to make it so.我打算这样做。 ^_^ ^ _ ^

  9. Ola Fosheim Grøstad said on 奥拉Fosheim Grøstad说,

    Game is struggle and play-pretend.游戏是斗争和发挥,假装。

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