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solved.</P>
<P><B>Games versus Stories</B></P>
<P>Another way to illustrate the role of interaction is to compare =
games with=20
stories. A story is a collection of facts in time sequenced order that =
suggest=20
a cause and effect relationship. Frequently, the facts presented are=20
deliberately fictitious, because the facts of a story are =
intrinsically=20
unimportant. Indeed, the entire concept of fiction (=93an untruth that =
is not a=20
lie? only makes sense when one realizes that the facts presented in =
the=20
fiction are themselves unimportant. The cause and effect relationships =
suggested by the sequence of facts are the important part of the =
story. For=20
example, we care not whether Luke Skywalker and the Death Star really =
existed.=20
We saw that Luke Skywalker was good and pure, and that the Death Star =
was=20
evil, and that Luke Skywalker destroyed the Death Star. The cause and =
effect=20
relationship suggested by the story was that good overcomes evil. =
Thus, a=20
story is a vehicle for representing reality, not through its facts per =
se, but=20
through the cause and effect relationships suggested by the sequence =
of=20
facts.</P>
<P>Games also attempt to represent reality. The difference between the =
two is=20
that a story presents the facts in an immutable sequence, while a game =
presents a branching tree of sequences and allows the player to create =
his own=20
story by making choices at each branch point. The audience of a story =
must=20
infer causal relationships from a single sequence of facts; the player =
of a=20
game is encouraged to explore alternatives, contrapositives, and =
inversions.=20
The game player is free to explore the causal relationship from many =
different=20
angles.</P>
<P><IMG height=3D274=20
=
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/story-game.JPG"=
=20
width=3D442></P>
<P>Indeed, the player expects to play the game many times, trying =
different=20
strategies each time. A story is meant to be experienced once; its=20
representational value decreases with subsequent retellings because it =
presents no new information. A game=92s representational value =
increases with=20
each playing until the player has explored a representative subset of =
all of=20
the branches in the game net.</P>
<P>This does not mean that games are better than stories. Although =
stories=20
trace only a single sequence of causal development, they do so with =
greater=20
intricacy and detail than games. Detail is crucial to the creative =
success of=20
a story, for it provides the texture, the feel of reality that makes a =
story=20
compelling. The story writer unleashes a mighty swirling torrent of =
facts that=20
sweeps the audience to its predestined conclusion. The game designer =
creates a=20
complex network of paths cunningly crafted to show the player all =
possible=20
facets of a single truth. In this respect, a story is like a statuette =
where a=20
game is like a jewel. The statuette=92s value arises from the fineness =
of detail=20
and intricacy of construction. A jewel, by contrast, has no detail; =
its faces=20
must be absolutely smooth. The jewel=92s value arises from its ability =
to refract=20
light into many different angles. A statuette is meant to be =
stationary; a=20
jewel is meant to be moved. So too, is a story <I>static</I> where a =
game is=20
<I>dynamic</I>.</P>
<P>Stories enjoy a particular advantage over the current generation of =
computer games: the element of surprise. A good story boasts an array =
of=20
interesting plot twists. The storyteller leads us into a set of =
expectations=20
and then cleverly inserts a new factor that creates a disjunction, a =
new and=20
dramatically different situation. This process can be repeated many =
times=20
during the course of the story. Among computer games, only adventures =
provide=20
this element of surprise. Unfortunately, the surprise can only be =
created by=20
limiting the player=92s freedom of action so as to guarantee that the =
player will=20
encounter the surprise under the proper circumstances. After a while, =
all=20
adventures begin to smell like primrose paths. The really exciting =
possibility=20
offered by computer games is the prospect of formulating a plot twist =
in=20
response to the player=92s actions, instead of merely dragging him =
down a=20
pre-ordained primrose path. However, the ability to formulate surprise =
requires an ability to analyze the player=92s actions, deduce his =
expectations,=20
and generate a believable plot twist that confutes his expectations =
without=20
frustrating him. Artificial intelligence that advanced has yet to be=20
created.</P>
<P><B>Games versus Toys</B></P>
<P>Games lie between stories and toys on a scale of manipulability. =
Stories do=20
not permit the audience any opportunity to control the sequence of =
facts=20
presented. Games allow the player to manipulate some of the facts of =
the=20
fantasy, but the rules governing the fantasy remain fixed. Toys are =
much=20
looser; the toy user is free to manipulate it in any manner that =
strikes his=20
fancy. The storyteller has direct creative control over his =
audience=92s=20
experience; the game designer has indirect control; the toymaker has =
almost=20
none.</P>
<P><B>Significance of Interaction</B></P>
<P>Interaction is important for several reasons. First, it injects a =
social or=20
interpersonal element into the event. It transforms the challenge of =
the game=20
from a technical one to an interpersonal one. Solving a cube puzzle is =
a=20
strictly technical operation; playing chess is an interpersonal =
operation. In=20
the former, one plays against the logic of the situation; in the =
latter, one=20
uses the logic of the situation to play against the opponent.</P>
<P>Second, interaction transforms the nature of the challenge from a =
passive=20
challenge to an active challenge. A puzzle will always present the =
player with=20
exactly the same challenge. But a game opponent reacts to player=92s =
actions, and=20
presents different challenges in each game. This difference has major=20
emotional significance. The person solving the puzzle must somehow =
divine,=20
guess, deduce, master, or discover the key trick built into the puzzle =
by the=20
designer. Emotionally, the puzzle player is working against the puzzle =
or its=20
designer to unmask its secret. Once the secret is known, the puzzle is =
no=20
longer interesting. The game-player, by contrast, faces different =
challenges=20
each time she plays the game. Where a puzzle is dead a game is alive; =
the=20
player must create her solution to the game in a manner best suited to =
her own=20
personality and that of her opponent. The key distinction between a =
game and a=20
puzzle is the difference between creating your own solution and =
discovering=20
the designer=92s solution. A game acknowledges the player=92s =
existence and reacts=20
to the player=92s personality; a puzzle lies down like a dead =
fish.</P>
<P>Computer games seldom provide a human opponent, and so they lack =
the social=20
element that other games offer. They can, however, present an illusory =
personality against which the player must work. This is one of the =
most=20
exciting and least developed potentials of the computer as a game =
technology.=20
And regardless of the computer=92s success or failure in synthesizing =
a social=20
element, the computer can readily make the game a highly interactive=20
experience for the player. It can react to the player=92s moves with =
speed and=20
thoroughness.</P>
<P><B>Nature of Interaction</B></P>
<P>Interactiveness is not a binary quantity; it is a continuous =
quantity with=20
a range of values. Puzzles have little or no interactiveness, while =
games have=20
more interactiveness. This suggests that interactiveness is an index =
of=20
=93gaminess? Some games, such as blackjack, tag, or PONG provide very =
little=20
interaction between the players. Although the players may wish to =
interact,=20
the games provide very limited modes of interaction (binary decision =
to stand=20
or hit, running, and twisting paddle). The games do not allow players =
to=20
invest much of themselves into the play, or to react in a rich way to =
their=20
opponents. Other games, such as bridge, football, and LEGIONNAIRE =
(trademark=20
of Avalon Hill Game Co.) allow a far richer interaction between =
players.=20
Players can grapple with each other at a variety of levels. The first =
group of=20
games is generally acknowledged to be dull, while the second group of =
games is=20
generally regarded as more interesting. What is important about the =
modes of=20
interaction is not their mechanical quality but their emotional =
significance.=20
PONG is insipid because I can=92t express much of my personality =
through the=20
medium of a bouncing ball. Bridge is better because it includes within =
its=20
interaction elements of teamwork, deception, and cooperation. I can =
better=20
imprint my personality traits onto a game of bridge. Thus, degree of=20
interaction provides a useful index of =93gaminess? <FONT size=3D-1><A =
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter1.html#=
top">Top</A></FONT></P></UL>
<P><A name=3DCONFLICT></A><B>CONFLICT</B></P>
<UL>
<P>A third element appearing in all games is conflict. Conflict arises =
naturally from the interaction in a game. The player is actively =
pursuing some=20
goal. Obstacles prevent him from easily achieving this goal. If the =
obstacles=20
are passive or static, the challenge is a puzzle or athletic =
challenge. If=20
they are active or dynamic, if they purposefully respond to the =
player, the=20
challenge is a game. However, active, responsive, purposeful obstacles =
require=20
an intelligent agent. If that intelligent agent actively blocks the =
player=92s=20
attempts to reach his goals, conflict between the player and the agent =
is=20
inevitable. Thus, conflict is fundamental to all games.</P>
<P><B>Games without conflict?</B></P>
<P>Some people shrink?from this aspect of games. A number of attempts =
have=20
been made to design =93nice?games cleansed of conflict. Such games =
emphasize=20
cooperative efforts rather than conflict. They have not been =
successful=20
commercially; this suggests that few people enjoy them.</P>
<P>More importantly, these games are failures because they are not =
games in=20
the first place. Conflict can only be avoided by eliminating the =
active=20
response to the player=92s actions. Without active response, there can =
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