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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 4
Date: Sat, 15 Jan 2005 13:06:38 +0800
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<HTML><HEAD><TITLE>The Art of Computer Game Design- Chapter 4</TITLE>
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<META content=3D"Chris Crawford &amp; Donna Loper" name=3DAuthor></HEAD>
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bgColor=3D#ffffff=20
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 Computer as Game=20
  Technology<BR></FONT><B>Chapter Four</B></P></DIV></UL>
<P>
<HR width=3D"100%">

<P></P>
<CENTER>
<TABLE cellPadding=3D10>
  <TBODY>
  <TR vAlign=3Dtop align=3Dleft>
    <TD><B><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
GAME">GAME=20
      TECHNOLOGIES<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
COMPUTERS">COMPUTERS<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
DESIGN PRECEPTS FOR COMPUTER">DESIGN=20
      PRECEPTS FOR COMPUTER GAMES<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT #1: GO WITH THE">Precept=20
      #1: GO WITH THE GRAIN<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT #2: DON=92T TRANSPLANT">Precept=20
      # 2: DON=92T TRANSPLANT</A> <BR><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT #3: DESIGN AROUND THE">Precept=20
      #3: DESIGN AROUND THE I/O<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT 14: KEEP IT">Precept=20
      #4: KEEP IT CLEAN<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT #5: STORE LESS AND PROCESS">Precept=20
      #5: STORE LESS AND PROCESS MORE<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT #6: MAINTAIN UNITY OF DESIGN">Precept=20
      #6: MAINTAIN UNITY OF DESIGN EFFORT<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
CONCLUSION">CONCLUSION</A></B></TD></TR></TBODY></TABLE></CENTER>
<UL>
  <P><A name=3DGAME></A><B>GAME TECHNOLOGIES</B></P>
  <P>Every art form is expressed through a physical medium. The control =
and=20
  manipulation of this physical medium is a technical problem that the =
artist=20
  must master before she can express herself through it. Thus, the =
sculptor must=20
  thoroughly understand the limitations of marble, brass, or whatever =
medium she=20
  uses. The painter must fully understand the technology of paint and =
the=20
  behavior of light. The musician must be deeply skilled in the =
technology of=20
  sound creation. So too must the computer game designer thoroughly =
understand=20
  the medium with which she works. The computer offers special =
possibilities and=20
  imposes special constraints on the designer. In this chapter I will =
discuss=20
  the nature of these possibilities and constraints. A few examples of a =
game=20
  technology operating at a simpler level may help establish basic=20
  principles.</P>
  <P>Cards are one such simpler game technology. We have here a very =
simple set=20
  of physical equipment---52 pieces of cardboard, imprinted on one side =
with a=20
  uniform pattern, and on the other side with distinct symbols. The key =
traits=20
  of this equipment can be summarized as follows:</P>
  <UL>
    <UL>
      <P>1) There are many cards. <BR>2) Each card is unique. <BR>3) =
Each card=20
      possesses a numeric value. <BR>4) Each card possesses a suit, a =
two-bit=20
      value. <BR>5) The identity of a card can be selectively revealed. =
<BR>6)=20
      Each card is easily assignable to an owner.</P></UL></UL>
  <P>These six characteristics are the fundamental properties of the =
card,=20
  technology that constrain the design of all card games. Each =
characteristic=20
  carries implications for game design with cards. Some things are easy =
to do=20
  with this technology and some things are hard to do with it. For =
example,=20
  games of probability are easily implemented with this technology, for =
the two=20
  characteristics (numeric value and suit) can be combined into many, =
many sets=20
  according to laws of probability. The limitations on information =
created by=20
  the cards can be used to create games of guesswork and intuition. =
Indeed, one=20
  of the most intriguing of card games, poker, is based not so much on =
cold=20
  probability assessments as on the deceptions made possible by the =
limited=20
  information employed in the game.</P>
  <P>Like every other technology, cards also have their weaknesses. For =
example,=20
  it would be very tricky to design a card game for more than 52 =
players,=20
  because there are only 52 cards in one deck. It would also be very =
difficult=20
  to design a good skill-and-action game using cards as a technology. =
Another=20
  tough design challenge would be a good athletic game using cards. =
Games=20
  meeting these conditions could be implemented with cards, but they =
probably=20
  would not be very good games.</P>
  <P>This doesn=92t mean that cards are a bad game technology. Some =
things can be=20
  done well with cards, and other things can=92t. Another game =
technology, that of=20
  the boardgame, is somewhat more flexible than cards. This technology =
is so=20
  much more flexible than cards that I cannot devise a list of defining=20
  characteristics as I could with cards. Boardgames can be described but =
not=20
  rigorously defined. They use a large surface of paper or cardboard on =
which=20
  are printed various images, normally taking the form of a stylized =
map.=20
  Frequently the area represented on the map is divided into discrete =
regions by=20
  either a regular geometric pattern (rectgrid or hexgrid), a segmented =
path to=20
  be traversed, an irregular division of regions, or a network of points =

  connected by paths. The map itself remains the same throughout the =
game;=20
  players designate changes in the situation with a set of markers that =
can be=20
  moved about on the map. Sometimes a randomizing machine is used to =
determine=20
  outcomes of random processes; a spinner or dice are most frequently =
used for=20
  this purpose. Sometimes cards from a special set are drawn to provide =
this=20
  randomizing function.</P>
  <P>This technology has proven to be very successful for game =
designers. It=20
  easily accommodates groups of players, and with appropriate game =
design can=20
  address a very wide range of gaming situations. Chess is certainly the =

  all-time classic boardgame. MONOPOLY (trademark of Parker Brothers), a =

  successful early boardgame, concerns real estate transactions. Other=20
  boardgames have addressed such topics as life goals, solving a murder, =
and=20
  race relations. The most ambitious modern boardgames are the wargames. =
Among=20
  these are games with boards of some 25 square feet, several thousand =
movable=20
  pieces, and a rules manual 50 pages long. A small industry has sprung =
up=20
  around these designs, complete with historical research, star =
designers, and=20
  its own jargon.</P>
  <P>Boardgames provide a flexible and powerful technology for game =
designers.=20
  In recent years, however, we have seen a stagnation in designs with =
the board=20
  technology. Many new boardgames look like cheap copies of MONOPOLY. =
Wargames,=20
  after showing a burst of creative energy in the 60=92s and 70=92s, =
have started to=20
  stagnate. Few fundamentally new ideas are being introduced in this =
arena. It=20
  may be that we have mined this vein to the limits of its productive=20
  capacity.</P>
  <P>What are the limitations of this technology? First and foremost, it =
is very=20
  difficult to maintain privileged information in a boardgame. All =
players can=20
  see the board and the position of all the markers. Second, the =
mechanics of=20
  handling all the pieces must be managed by the players. In some cases =
this can=20
  become a sizable chore, as in the aforementioned monster wargame. For =
this=20
  reason most boardgames are long affairs, frequently filling an =
evening. Short=20
  boardgames playable in twenty minutes or less are quite rare. Finally, =
should=20
  the pieces be disturbed, a boardgame is easily ruined.</P>
  <P>The central point of the preceding discussion is that every game =
utilizes=20
  some technology, and that each technology has strengths and =
weaknesses, things=20
  that it can do well and things that it can do poorly. The astute game =
designer=20
  must fully grasp the strengths and weaknesses of the technology s/he =
uses. Let=20
  us now examine the computer as a game technology. <FONT size=3D-1><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
top">Top</A>=20
  </FONT></P>
  <P><A name=3DCOMPUTERS></A><B>COMPUTERS</B></P>
  <P>The most striking feature of the computer in a game context is its=20
  responsiveness. Responsiveness is vital to the interactiveness that is =
so=20
  important to any game. The computer can respond to the human =
player=92s wishes in=20
  a huge variety of ways. If the action in a card game or board game =
starts to=20
  drag, the players have no choice but to plod through it or take =
desperate=20
  measures. There is no reason why a computer game in similar straits =
could not=20
  speed up the game on demand. It could change the length of the game, =
or the=20
  degree of difficulty, or the rules themselves. SPACE INVADERS =
(trademark of=20
  Taito America) for the ATARI 2600 provides an example of such =
performance. The=20
  player can select one or two-player versions, visible or invisible =
invaders,=20
  stationary or moving shields, fast or slow bombs, and a variety of =
other=20
  options. In effect, the player chooses the rules under which he plays. =
The=20
  game is responsive to his wishes.</P>
  <P>This responsiveness arises from the computer=92s plasticity. The =
computer is=20
  dynamic; it imposes little constancy on any element of the game. =
Boardgames,=20
  cardgames, and athletic games all have invariables that constrain the=20
  designer. Once you have printed up 100,000 game boards it becomes very =

  difficult to modify the map. Try as we may, we can=92t have 53-card =
stud; the=20
  card decks aren=92t made that way. And should some miracle of science =
produce=20
  more elastic footballs that kick further, we will not be able to =
simply extend=20
  football stadiums without spending many millions of dollars. The =
computer is=20
  far less restrictive. All of the game parameters are readily changed, =
even=20
  during the course of the game. There is nothing stopping us from =
creating a=20
  football game in which the goal post recedes from the visiting team.=20
  Territories in wargames can be switched around the map of the globe =
more=20
  easily than we move a chair in the living room. This flexibility is of =

  paramount importance tothe game designer. As yet, it has been put to =
little=20
  use.</P>
  <P>A second feature of great value is the computer=92s ability to =
Motion as game=20
  referee. All other game technologies demand that somebody take the =
time to=20
  handle the administrative responsibilities of the game. Athletic games =
are=20
  most demanding; they require several impartial referees or umpires to=20
  administer the rules of the game and adjudicate disputes. Card games =
and=20
  boardgames require that the players also function as referees. This is =
seldom=20
  a problem with card games, but it can be a big load with boardgames,=20
  especially the more complex ones such as the wargames. Rules disputes =
and=20
  administrative foul-ups are part of the unavoidable dangers of =
boardgames. The=20
  computer can eliminate all of these problems. It can administer the =
game,=20
  freeing the player to concentrate on playing it. This allows one other =

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