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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 3
Date: Sat, 15 Jan 2005 13:06:16 +0800
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD><TITLE>The Art of Computer Game Design- Chapter 3</TITLE>
<META http-equiv=3DContent-Type content=3D"text/html; charset=3Dgb2312">
<META content=3D"MSHTML 6.00.2800.1476" name=3DGENERATOR>
<META content=3D"Chris Crawford &amp; Donna Loper" name=3DAuthor></HEAD>
<BODY text=3D#000000 vLink=3D#804040 aLink=3D#ff0000 link=3D#000080 =
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>A Taxonomy of Computer=20
  Games<BR></FONT><B>Chapter Three</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/Chapter3.html#=
SKILL">SKILL-AND-ACTION=20
      GAMES<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Combat">Combat=20
      Games<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Maze">Maze=20
      Games<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Sports">Sports=20
      Games<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Paddle">Paddle=20
      Games<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Race">Race=20
      Games<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Miscellaneous">Miscellaneous=20
      Games</A></B></TD>
    <TD><B><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
STRATEGY">STRATEGY=20
      GAMES<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Adventures">Adventures<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
D&amp;D">D&amp;D=20
      Games<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Wargames">Wargames<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Chance">Games=20
      of Chance<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Educational">Educational=20
      and Children=92s Games<BR></A><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Interpersonal">Interpersonal=20
      Games</A></B>=20
      <P><B><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
CONCLUSIONS">CONCLUSIONS</A></B><BR></P></TD></TR></TBODY></TABLE></CENTE=
R>
<UL>
  <P><B><FONT size=3D+2>T</FONT></B>housands of computer games are =
commercially=20
  available on a variety of hardware configurations. These games present =
a=20
  bewildering array of properties. Many show close similarities. Most =
possess=20
  some unique design feature. Given this large sample of games, we can =
learn a=20
  great deal about game design by establishing a taxonomy of computer =
games. A=20
  taxonomy would illuminate the common factors that link families of =
games,=20
  while revealing critical differences between families and between =
members of=20
  families. A well-constructed taxonomy will often suggest previously =
unexplored=20
  areas of game design. Most important, a taxonomy reveals underlying =
principles=20
  of game design. In another field of study, Charles Darwin=92s =
meticulous=20
  taxonometric work while on the Beagle led almost inevitably to his =
development=20
  of the theory of evolution. While we cannot hope that taxonometric =
work in=20
  computer game studies will be so spectacularly productive, it =
certainly seems=20
  worth the effort.</P>
  <P>I will insist on an important qualification: I do not claim that =
the=20
  taxonomy I propose is the correct one, nor will I accept the claim =
that any=20
  correct taxonomy can be formulated. A taxonomy is only a way of =
organizing a=20
  large number of related objects. If there were some organizing agent, =
some=20
  underlying process that created the group of objects, then we could =
reasonably=20
  expect to be able to find a single correct taxonomy embodying the =
central=20
  organizing principle in its structure. For example, the wide array of =
living=20
  creatures on this earth did not arise by chance; this array is the =
product of=20
  natural selection. Natural selection is a reasonable, understandable,=20
  nonarbitrary process. Therefore, there is only one reasonable taxonomy =
for=20
  life on earth, the taxonomy that embodies the principles of natural =
selection.=20
  In the shape of an airplane we can see the principles of aerodynamics; =
so too=20
  in a taxonomy of living creatures can we see the hand of natural=20
selection.</P>
  <P>Such is not the case with computer games. The field is too young, =
the=20
  sample too small, for whatever organizing principles there may be to =
have=20
  asserted themselves. The games we now have are more the product of=20
  happenstance than the inevitable result of well-established forces. =
Without a=20
  wide array of games there is little opportunity to choose between =
games;=20
  without choice there can be no natural selection. It is therefore =
impossible=20
  for us to devise a single, absolute taxonomy. Many taxonomies are =
admissible.=20
  Indeed, attempting to construct several alternative taxonomies is a =
useful way=20
  to examine the common traits of computer games. I am not so ambitious; =
I shall=20
  be happy to propose just one taxonomy. I divide computer games into =
two broad=20
  categories: skill-and-action ("S&amp;A") games (emphasizing perceptual =
and=20
  motor skills) and strategy games (emphasizing cognitive effort). Each =
major=20
  category has several subcategories. <FONT size=3D-1><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
  </FONT></P>
  <P><A name=3DSKILL></A><B>SKILL-AND-ACTION GAMES</B></P>
  <P>This is easily the largest and most popular class of computer =
games.=20
  Indeed, most people associate all computer games with skill-and-action =
games.=20
  All arcade games are S&amp;A games and almost all games for the ATARI =
2600 are=20
  S&amp;A games. This class of games is characterized by real-time play, =
heavy=20
  emphasis on graphics and sound, and use of joysticks or paddles rather =
than a=20
  keyboard. The primary skills demanded of the player are hand-eye =
coordination=20
  and fast reaction time.</P>
  <P>I group skill-and-action games into six categories: combat games, =
maze=20
  games, sports games, paddle games, race games, and miscellaneous =
games. <FONT=20
  size=3D-1><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
  </FONT></P>
  <P><A name=3DCombat></A><B>Combat Games</B></P>
  <P>Combat games all present a direct, violent confrontation. The human =
player=20
  must shoot and destroy the bad guys controlled by the computer. The =
challenge=20
  is to position oneself properly to avoid being hit by the enemy while =
shooting=20
  him. These games are immensely popular; they are Atari=92s forte. =
There are many=20
  variations on this theme, most arising from variations on the geometry =
of the=20
  situation or the weaponry of the opponents.</P>
  <P>STAR RAIDERS and SPACEWAR can be compared on these bases of =
geometry and=20
  weaponry. In both games the player files through space in a rocket =
ship and=20
  engages enemy spaceships in real-time cosmic dogfights. STAR RAIDERS =
presents=20
  the conflict in first-person geometry (that is, the television screen =
shows=20
  the same scene that the pilot would see.) SPACEWAR uses much the same =
weaponry=20
  and mechanisms with one crucial difference: the geometry of the game =
is=20
  third-person rather than first-person (that is, the player sees his =
own and=20
  his opponent=92s spaceships from a distance.) The difference in result =
is obvious=20
  to anyone who has played both games. The first-person game is more =
exciting=20
  and compelling than the third-person game. Unfortunately, the =
first-person=20
  geometry is so technically difficult to execute that it has been =
implemented=20
  on only a few games. Most games use third-person geometry. </P>
  <P>ASTEROIDS is a shoot-em-up game that uses the same space environ =
that STAR=20
  RAIDERS uses. The primary difference between the two games is in the =
nature of=20
  the opposition. The enemy in ASTEROIDS is not a small number of =
intelligent=20
  opponents armed with weapons identical to the player=92s; instead, the =
enemy is a=20
  large number of stupid rocks armed only with their ability to =
destructively=20
  collide with the player.</P>
  <P><IMG height=3D126 alt=3Dasteroids-logo=20
  =
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/asteroidslogo.g=
if"=20
  width=3D434></P>
  <P><IMG height=3D326 alt=3Dasteroidsscreen.gif=20
  =
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/asteroidsscreen=
.gif"=20
  width=3D434></P>
  <P>MISSILE COMMAND is another combat game with several interesting =
twists.=20
  First, the player must defend not only himself but also his cities =
from=20
  descending nuclear bombs. Second, the game is a purely defensive game =
in that=20
  the player never has the opportunity to attack his enemy. Third, while =
shots=20
  in other games are very rapid events, the shooting process in this =
game is=20
  slower and takes time to develop because the missiles must fly to =
their=20
  targets before detonating. Because the time between firing and impact =
is so=20
  long, the player must plan his shots with greater foresight and make =
use of=20
  multiple explosions. Thus, although this is a skill-and-action game, =
there are=20
  more strategic elements involved than in many games of this =
category.</P>
  <P><IMG height=3D165=20
  =
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/misslelogo.gif"=

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