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📁 游戏设计大师Chris Crawford的大作《The Art of Game Design》唯一不足的是英文版的
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be no=20
  interaction. Thus, expunging conflict from a game inevitably destroys =
the=20
  game.</P>
  <P>While it is impossible to eliminate conflict from a game without =
destroying=20
  the game, it is possible to include cooperative elements by shifting =
the=20
  conflict. Members of a team can cooperate with each other in the =
team=92s=20
  conflict with another agent. This other agent could be another team, =
an=20
  individual human, or a computer simulated player. In all cases, the =
opponent=20
  must be perceivable as endowed with a persona. Without at least the =
illusion=20
  of purposeful reaction to the player=92s actions, the game =
collapses.</P>
  <P>This =93blood and guts?view of conflict in games is reinforced by =
the social=20
  context in which they are often played. Our real world conflicts are =
always=20
  indirect, diffused over time, and tightly regulated. Moreover, they =
all too=20
  frequently lack resolution, for seldom does one achieve an outright =
victory in=20
  the conflicts of daily life. Local successes, yes, but the struggle =
continues=20
  without clear resolution. Because games are subjective representations =
of the=20
  real world, they focus our attention on a particular aspect of the =
world by=20
  accentuating that aspect. Conflict in games thus tends to be (but need =
not=20
  always be) accentuated to its most direct and intense form violence. =
Violence=20
  is not essential or fundamental to games. It is common in games =
because it is=20
  the most obvious and natural expression for conflict.</P>
  <P><B>Summary of Conflict</B></P>
  <P>Conflict is an intrinsic element of all games. It can be direct or=20
  indirect, violent or nonviolent, but it is always present in every =
game. <FONT=20
  size=3D-1><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter1.html#=
top">Top</A></FONT></P></UL>
<P><A name=3DSAFETY></A><B>SAFETY</B></P>
<UL>
  <P>Conflict implies danger; danger means risk of harm; harm is =
undesirable.=20
  Therefore, a game is an artifice for providing the psychological =
experiences=20
  of conflict and danger while excluding their physical realizations. In =
short,=20
  a game is a safe way to experience reality. More accurately, the =
results of a=20
  game are always less harsh than the situations the game models. A =
player can=20
  blast the monsters all day long and risk only her quarter. She can =
amass huge=20
  financial empires and lose them in an hour without risking her piggy =
bank. She=20
  can lead great armies into desperate battles on which hang the fate of =

  nations, all without shedding a drop of blood. In a world of =
relentless cause=20
  and effect, of tragic linkages and inevitable consequences, the =
disassociation=20
  of actions from consequences is a compelling feature of games.</P>
  <P>This is not to imply that games are devoid of consequences. The =
penalties=20
  for losing a game can sometimes be a significant deterrent to game =
play.=20
  Losing to another person always entails some loss of dignity. This may =
be an=20
  attraction of computer games there is less shame in losing to a =
computer. The=20
  loser can keep coming back for more defeats without losing face. =
Moreover,=20
  true victory the total destruction of the computer=92s forces, is =
acknowledged to=20
  be impossible in most such games; this further lessens the shame of=20
defeat.</P>
  <P>A second penalty for losing is the less of any reward that might =
have been=20
  gained by winning. In almost all games the reward penalty structure is =

  positive. That is, the loser is not punished for losing, the winner is =

  rewarded for winning. The loser=92s only loss is any investment that =
he made to=20
  enter the game, such as a bet or entry fee. This investment is usually =
very=20
  small, and may rightly be regarded as a recreational fee for the =
services=20
  associated with the administration of the game rather than a penalty =
for all=20
  potential losers.</P>
  <P>Gambling presents us with some difficult problems related to the =
issue of=20
  the safety of games. Gamblers risk money or goods on the outcome of a =
random=20
  or near random process. Losers forfeit their bets and winners reap a =
large=20
  reward. Hence, gambling presents a real financial risk to the player. =
However,=20
  two extenuating circumstances intervene: first, the recreational =
gambler risks=20
  very little money; second, some gamblers deny to themselves the laws =
of=20
  chance. They indulge in the fantasy of control. The proper intonation =
in the=20
  shake of the dice, the correct twist on the handle of the slot machine =
these=20
  things make the difference, or so they tell themselves. Thus, =
recreational=20
  gambling, while somewhat deviant from the mainline of game playing, =
probably=20
  deserves inclusion in the fold of games. Serious gambling, however, =
involving=20
  large sums of money expended more for anticipated financial gain than =
for=20
  recreation, lies on the far side of the gray zone.</P>
  <P>A special form of gambling, deserving special consideration here, =
is poker.=20
  Poker is a game of bluffing; the key to success in the game lies in =
convincing=20
  your opponent that you have better or worse cards than you really =
have.=20
  Because money is at stake, the player experiences stresses that strain =
his=20
  ability to deceive his opponents. Thus, the risk of gambling, a mere =
outcome=20
  of other games, is an intrinsic part of the structure of poker. This =
unique=20
  aspect of poker merits special consideration. I would not hesitate to =
classify=20
  poker as a game.</P>
  <P><B>Summary of Safety</B></P>
  <P>Games provide safe ways to experience reality. Special cases =
abound, but=20
  the central principle remains: games are safe. In this chapter I have=20
  presented a set of characteristics that defines what I mean by the =
word =93game?=20
  For the most part, I have emphasized the characteristics intrinsic to =
the=20
  games themselves rather than the motivations of the players. Such =
separation=20
  of game from player is artificial and misleading, for neither exists =
without=20
  the other. In the next chapter, I turn to look at the players of games =
and=20
  their motivations.</P>
  <CENTER>
  <P><FONT size=3D-1><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter1.html#=
top">Top</A>=20
  &nbsp;|&nbsp; <A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html=
">Return=20
  to Table of Contents</A>&nbsp; | Chapters: </FONT><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter1.html"=
>1</A>=20
  - <A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html"=
>2</A>=20
  - <A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html"=
>3</A>=20
  - <A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html"=
>4</A>=20
  - <A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter5.html"=
>5</A>=20
  - <A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter6.html"=
>6</A>=20
  - <A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html"=
>7</A>=20
  - <A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter8.html"=
>8</A>=20
  <HR width=3D"100%">

  <P></P></CENTER></UL>
<CENTER>
<P><FONT size=3D-1><A href=3D"http://www.vancouver.wsu.edu/">WSUV Home =
Page</A> | <A=20
href=3D"http://www.vancouver.wsu.edu/fac/peabody/peabody.htm">Prof. =
Peabody's Home=20
Page<BR><BR></A>Copyright &copy; 1996-7 Washington State University. All =
rights=20
reserved. REV.5.27.97<BR><I>Comments and questions: <A=20
href=3D"mailto:peabody@vancouver.wsu.edu">mailto:peabody@vancouver.wsu.ed=
u</A></I></FONT><BR></P></CENTER></BODY></HTML>

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