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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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mass=20
  market. (Are my biases showing?) We will see an emphasis on delivering =
the=20
  same game over and over in new clothing. My guess is that we are =
already=20
  caught in the grip of this force, for we are producing little more =
than=20
  variations on a single theme: "blast the monsters!". This has sold =
well, so we=20
  stick with it.</P>
  <P>This cynical view of the mass market is countered by the =
realization that=20
  the mass market is occasionally capable of sustaining a real =
blockbuster.=20
  Hollywood may grind out an army of soulless clones, but every now and =
then=20
  something really interesting comes out. When this happens, the mass =
market=20
  responds fabulously. 2001-A SPACE ODYSSEY, STAR WARS, and RAIDERS OF =
THE LOST=20
  ARK are examples of original, creative ideas coming out for the mass =
market=20
  and enjoying success. Just because something works in the mass market =
does not=20
  mean that it must be junk. <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 Flowering of"></A><B>The Flowering of =
Heterogeneity</B></P>
  <P>The games market differs from the movie market and the television =
market in=20
  that it is less centralized and has fewer economies of scale. In this =
respect=20
  it is closer to the books market and the records market. For this =
reason, I=20
  expect the games market to exhibit a greater degree of heterogeneity =
and less=20
  slavish obeisance to mass tastes.</P>
  <P>I therefore expect a host of baby markets following in the train of =
the=20
  mass market. While the baby markets will never be as lucrative as the =
mass=20
  market, they perform two valuable services. First, they provide a =
testing=20
  ground for new ideas that, if successful, will be swallowed up by the=20
  voracious mass market. Beyond, the baby markets will always provide a =
haven=20
  for the refugees from mediocrity and a playground for those whose =
tastes aren=92t=20
  average.</P>
  <P>You may ask why baby markets have not yet developed very far to =
date. I=20
  answer the question with a little story. Suppose that you were the =
first=20
  astronaut to land on a newly discovered planet, and there you found a=20
  civilization every bit the equal of ours, but for a single exception: =
they had=20
  no literature. No novels, no poetry, no children=92s books, no =
textbooks, no=20
  magazines, nothing that we have, with one exception: they did have =
comic=20
  books. On further study, you discovered the reason for this oddity. =
Reading=20
  was a new discovery only recently popularized by teenagers and shunned =
by the=20
  majority of adults who felt intimidated by this newfangled skill. =
Thus,=20
  literature was used by teenagers to express the fantasies and =
interests they=20
  enjoyed: confronting authority, violent resolution of conflict and so =
forth.=20
  Hence comic books. Could you not look on this situation and recognize =
the=20
  seeds of the future in it? Would not the flowering of other forms of=20
  literature be expected as the kids grow up and develop new interests? =
Would=20
  not novels, short stories, westerns, gothic romances, poetry, and =
other genres=20
  be incipient in the situation you found?</P>
  <P>So it is with computer games. Until now the preserve of teenage =
males,=20
  these games are bursting into society at large. While they have =
satisfied=20
  until now the fantasies of twisted computer-nerd minds, they will soon =
blossom=20
  into a much richer array of fantasies. We will have country-western =
games,=20
  gothic romance games, soap-opera games, comedy games, X-rated games, =
wargames,=20
  accountant games, and snob games. The society that invented the hot =
tub, CB=20
  radio, and dune buggies will have no reservations about impressing its =

  character on computer games.</P>
  <P>Eventually, games will be recognized as a serious art form. The =
exploration=20
  of games as a serious art form will be restricted to a tiny fraction =
of the=20
  total activity. Most of the effort will always be more along the lines =
of=20
  pop-art. Yet this tiny group of games-artists will be responsible for =
creating=20
  the future classics of games, the games that endure. <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=3DCONCLUSIONS></A><B>CONCLUSIONS</B></P>
  <P>To conclude: I see a future in which computer games are a major=20
  recreational activity. I see a mass market of computer games not too =
different=20
  from what we now have, complete with blockbuster games, spin-off =
games, remake=20
  games, and tired complaints that computer games constitute a vast =
wasteland. I=20
  even have a term for such games---cyberschlock. I also see a much more =

  exciting literature of computer games, reaching into almost all =
spheres of=20
  human fantasy. Collectively, these baby market games will probably be =
more=20
  important as a social force than the homogenized clones of the mass =
market,=20
  but individual games in this arena will never have the economic =
success of the=20
  big time games.</P>
  <P>By 1985 software stores will be as common as record stores; by 1990 =
they=20
  will be as common as bookstores. On entering the software store, you =
will be=20
  confronted by racks and racks of games, with serious software =
occupying a=20
  smaller portion of the floorspace. Just as in a bookstore or record =
store, you=20
  will see aisles devoted to particular tastes in games. You can browse =
through=20
  collections of cowboy games as your companion explores the latest =
space games.=20
  Perhaps you will look for the latest product of your favorite author, =
all of=20
  whose works are collected in alphabetical order. On the walls you will =
see=20
  posters announcing the latest smash hit games by software superstars. =
After=20
  evaluating a number of games you will make your choices and purchase =
them.=20
  Then you=92ll go out to the parking lot to discover that some idiot =
has dented=20
  the fender of your car. Some things never change.</P></UL>
<UL>
  <CENTER>
  <P><FONT size=3D-1><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.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
  </P></CENTER>
  <P>
  <HR width=3D"100%">

  <P></P>
  <CENTER>
  <P><FONT size=3D-1><A href=3D"http://www.vancouver.wsu.edu/">WSUV Home =
Page</A> |=20
  <A href=3D"http://www.vancouver.wsu.edu/fac/peabody/peabody.htm">Prof. =
Peabody's=20
  Home Page<BR><BR></A>Copyright &copy; 1997 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></UL></BODY></HTML>

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