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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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Subject: The Art of Computer Game Design- Chapter 7
Date: Sat, 15 Jan 2005 13:07:25 +0800
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<HTML><HEAD><TITLE>The Art of Computer Game Design- Chapter 7</TITLE>
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<META content=3D"Chris Crawford &amp; Donna Loper" name=3DAuthor></HEAD>
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background=3Dhttp://www.vancouver.wsu.edu/fac/peabody/game-book/marble.JP=
G>
<UL>
  <DIV align=3Dright>
  <P><A name=3Dtop></A><FONT size=3D+3>The Future of Computer=20
  Games<BR></FONT><B>Chapter Seven</B></P></DIV></UL>
<P>
<HR width=3D"100%">

<P></P>
<CENTER>
<TABLE cellPadding=3D10>
  <TBODY>
  <TR vAlign=3Dtop align=3Dleft>
    <TD width=3D"50%"><B><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html#=
FAD OR">FAD=20
      OR FIXTURE?<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html#=
THE TECHNOLOGICAL">THE=20
      TECHNOLOGICAL EXTRAPOLATION<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html#=
ASSESSMENT: TECHNOLOGICAL">ASSESSMENT:=20
      TECHNOLOGICAL REVOLUTION<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html#=
THE NATURE OF">THE=20
      NATURE OF CHANGE<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html#=
The Mass">The=20
      Mass Market<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html#=
The Flowering of">The=20
      Flowering of Heterogeneity<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html#=
CONCLUSIONS">CONCLUSIONS</A></B></TD></TR></TBODY></TABLE></CENTER>
<UL>
  <P><B><FONT size=3D+2>I</FONT></B>n this book, I have explored =
computer games=20
  from a number of angles. I have presented my claim that computer games =

  constitute an as-yet untapped art form. Implicit in this claim is the =
hope=20
  that this art form will someday be tapped. Unfortunately, history =
bears out=20
  the fears of cynics more often than the hopes of dreamers. I must =
therefore=20
  separate hopes from predictions. Where are computer games going? How =
will they=20
  change in the years to come? Will we see them emerge as a true art =
form? There=20
  are a number of divergent trends apparent now; analysis of them is =
complicated=20
  by conflicting interpretations of the current state of computer game =
design. I=20
  shall begin by addressing the most commonly cited arguments, and =
proceed to=20
  the framework I prefer. <FONT size=3D-1><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html#=
top">Top</A></FONT></P>
  <P><A name=3D"FAD OR"></A><B>FAD OR FIXTURE?</B></P>
  <P>The first and most important question concerns the very survival of =
the=20
  computer games industry. One school of thought maintains that computer =
games=20
  are merely a fad, a temporary infatuation that will quickly pass when =
their=20
  novelty value is exhausted. Proponents of this view compare the =
computer game=20
  to other fads that swept into society with equal force. They maintain =
that=20
  computer games lack sufficient fundamental appeal to insure any =
staying power.=20
  Eventually, these people say, computer games will go the way of the =
hula=20
  hoop.</P>
  <P>This line of thought is breezily rejected by all members of the =
industry,=20
  but I fear that the confidence people express is little more than the =
Titanic=20
  syndrome---the confidence that arises from mere size. They tend to =
blindly=20
  extrapolate into the future the astounding growth rates we have =
experienced in=20
  the past. It is certainly hard to give credence to doomsayers when the =
curve=20
  of growth slopes upward so steeply. However, few industry optimists =
can=20
  provide justification for their extrapolations. Just because the =
industry=20
  doubled in 1982 does not mean that it will double in 1983 or 1984. =
Indeed, it=20
  cannot continue to annually double much longer; if it did, only eleven =

  years?time would be needed for Atari alone to engulf the entire Gross =
National=20
  Product like some monstrous PAC-MAN.</P>
  <P>Furthermore, size alone generates negative forces that will =
certainly=20
  reduce the growth rate. In the simple days of the seventies, when =
computer=20
  games were counted by the thousands rather than the millions, nobody =
much=20
  cared about their effects because they were a minor component of our =
society.=20
  But now, they are everywhere. They are such a powerful force that they =
are=20
  affecting society in such a way as to generate negative feedback. We =
now have=20
  a backlash developing against computer games, with ordinances against =
arcades=20
  popping up all over the country. Parents are beginning to restrict =
their=20
  children=92s access to the games. Editorialists warn against the dire =
effects of=20
  playing the games. Already several preliminary studies have been =
undertaken to=20
  determine the effects of computer games on children; so far, the =
as-yet=20
  speculative results have been mildly favorable, but the day will =
certainly=20
  come when the crap game we call research comes up snakeyes, and a =
blockbuster=20
  report is issued demonstrating that computer games cause cancer in =
laboratory=20
  rats.</P>
  <P>Bigger critters than Atari have bitten the dust; bigger industries =
than=20
  ours have shriveled and died. Size and past success are no guarantee =
of=20
  permanence. We need substantive reasons for confidence in the future =
rather=20
  than simple extrapolations of past history. I am convinced that =
substantive=20
  reasons for optimism exist; the full presentation of my reasoning will =
come=20
  later in this chapter. For now let me say that computer games satisfy =
a=20
  fundamental desire for active recreation, and as such are assured of a =
bright=20
  future. <FONT size=3D-1><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html#=
top">Top</A></FONT></P>
  <P><A name=3D"THE TECHNOLOGICAL"></A><B>THE TECHNOLOGICAL =
EXTRAPOLATION</B></P>
  <P>The most commonly cited future for computer games is the =
technological=20
  extrapolation. Adherents of this school point to the undeniably steady =
march=20
  of technology and the rapid improvements that we have seen in the =
hardware for=20
  delivering games. They then extrapolate these trends directly to =
project a=20
  future populated by supercomputers with fabulous games chock-full of=20
  unbelievable graphics and incredibly realistic experiences. These =
people=20
  emphasize technological factors as the primary agents of change. They =
claim=20
  that the big breakthroughs will come with the use of bigger and faster =

  processors, megabytes of RAM, new languages, and better display =
hardware.=20
  Holography, trackballs, laserdisks, body sensors-these are the coin of =
the=20
  realm among the technological extrapolators.</P>
  <P>I cast a jaded eye on such predictions. This is the same line of =
thought=20
  that extrapolated computer development in the late 60=92s to predict =
ever-larger,=20
  ever-faster mainframes as the primary avenues of development in the =
computer=20
  industry for the 70=92s. Computers did indeed become larger in that =
decade, but=20
  the development of larger computers was not the dominant event of the =
70=92s.=20
  Instead, the maturation of minicomputers and the genesis of =
microcomputers=20
  were the major developments of the 70=92s. The extrapolators never =
foresaw the=20
  coming of microcomputers, because micros didn=92t fit into their =
"bigger and=20
  better" extrapolations.</P>
  <P>I do not deny that technology will improve; it will. The real issue =
is not=20
  whether or not technology will improve, but whether or not =
technological=20
  limitations are the primary constraints on the game designer. I do not =
deny=20
  that technological limitations do impose severe constraints on all =
computer=20
  games, and I readily acknowledge that technological advances will =
remove many=20
  of these constraints. Thus, technological immaturity, the weakness of =
current=20
  8-bit, 64K, 1 MHz systems---is a crippling limitation. Yet I maintain =
that=20
  artistic immaturity is an even more crippling limitation.</P>
  <P>Consider two extreme hypothetical future worlds. The first world =
has no=20
  technological development and the second world has no artistic =
development. In=20
  the first world I am stuck with an Atari 800 as my sole medium for =
game=20
  design. This does not worry me too much; I could explore the =
possibilities of=20
  this machine for five or ten years before beginning to feel trapped. =
The=20
  second world, though, is a bleak place indeed; I am doomed to write=20
  ever-fancier variations on STAR RAIDERS and BREAKOUT, with more =
colorful=20
  explosions, snazzier sounds, and 3-D photon torpedoes, but never =
anything new=20

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