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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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  four players (one in each corner) defend brick castles against a =
projectile=20
  bounced around the field by their shield-paddles.</P>
  <P><IMG height=3D161=20
  =
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/breakoutlogo.gi=
f"=20
  width=3D434></P>
  <P><IMG height=3D384=20
  =
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/breakoutsceen.g=
if"=20
  width=3D434></P>
  <P>In the above games, the player uses the ball as a weapon to batter; =
in=20
  other paddle games the player must only catch the ball, or many balls, =
rather=20
  than deflect it. AVALANCHE is one such game. In this game, the player =
is at=20
  the bottom of the screen and large numbers of rocks are failing; each =
one must=20
  be caught with the player=92s piece. The game becomes quite frantic as =
more and=20
  more rocks fall at a faster and faster pace. Another game, CHICKEN, =
(trademark=20
  of Synapse Software) expands on this theme by replacing the rocks with =
eggs=20
  and making each one hatch on striking the ground, forcing the =
player-hen to=20
  jump over it as she moves about.</P>
  <P>The paddle game-system is a very simple one; although I doubt that =
it has=20
  much development potential remaining, I am hesitant to pronounce such =
a=20
  durable old system dead. <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=3DRace></A><B>Race Games</B></P>
  <P>Some computer games involve a straightforward race. Most of these =
games=20
  allow the player to move at constant speed, but extract time penalties =
for=20
  failure to skillfully negotiate an assortment of hazards. Thus, a =
player in=20
  the APX skiing game DOWNHILL must avoid the trees and rocks; the =
player=92s score=20
  is based on his time to complete the course. MATCH RACER by Gebelli =
Software=20
  is a car-racing game with oil slicks and obstacles. NIGHT DRIVER is a=20
  car-racing game featuring a first-person view of the road. One problem =
with=20
  all of these games is that they are not true games but puzzles, for =
there is=20
  no real interaction in a race between a player and his opponent. =
Indeed, it is=20
  difficult to identify the opponent in these games.</P>
  <P>A more involved variation on the race game is DOG DAZE by Grey =
Chang. This=20
  is a true game, not a puzzle. It presents a two-player competitive =
race game=20
  with variable goals and asymmetric obstacles. Each player has a dog; =
hydrants=20
  pop onto the screen at random locations; the players must race to be =
the first=20
  to touch the hydrant, thereby claiming it as their own. Players may =
not touch=20
  hydrants owned by their opponents on pain of being temporarily =
paralyzed. The=20
  game has many interesting twists and turns without being overly =
complex; it=20
  demonstrates that the race game can be a flexible vehicle of game =
design.=20
  <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=3DMiscellaneous></A><B>Miscellaneous Games</B></P>
  <P>My taxonomy is flawed; there exist a number of games that do not =
fit into=20
  this taxonomy very well. The first I will mention is DONKEY KONG, =
(trademark=20
  of Nintendo) a game that looks vaguely like a race game with =
intelligent=20
  obstacles. FROGGER (trademark of ________) is another game that defies =

  classification in this taxonomy. It could perhaps be called a maze =
game with=20
  moving walls or obstacles, but the fit is poor. APPLE PANIC by =
Broderbund=20
  Software also defies my taxonomy. In some ways it is like a maze game =
and in=20
  some ways it is a combat game. The pace of the game is oddly slow. I =
don=92t know=20
  what to call this game. The fact that these games do not fit my =
taxonomy does=20
  not bother me overly much; I certainly don=92t want to create ad hoc =
categories=20
  for individual games. I am content to wait and see other developments =
before I=20
  create new categories or revise old ones. <FONT size=3D-1><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A></FONT></P>
  <P><A name=3DSTRATEGY></A><B>STRATEGY GAMES</B></P>
  <P>Strategy games comprise the second broad class of computer games. =
These=20
  games emphasize cogitation rather than manipulation. I do not mean to =
imply=20
  that S&amp;A games are devoid of strategic content; some S&amp;A games =
do=20
  indeed have a strategic element. The major distinguishing factor =
between=20
  strategy games and S&amp;A games is the emphasis on motor skills. All=20
  skill-and-action games require some motor skills; strategy games do =
not.=20
  Indeed, real-time play is rare in strategy games (this is changing;=20
  LEGIONNAIRE from Avalon-HIII is a notable real-time strategy game). =
Strategy=20
  games typically require more time to play than S&amp;A games. Strategy =
games=20
  are nonexistent in the arcades; they are rare on the ATARI 2600; they =
are=20
  almost exclusively restricted to personal computers. I divide strategy =
games=20
  into six categories: Adventures, D&amp;D games, wargames, games of =
chance,=20
  educational games, and interpersonal games. <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=3DAdventures></A><B>Adventures</B></P>
  <P>These games derive from one of the oldest computer games, called=20
  "Adventure". In these games the adventurer must move through a complex =
world,=20
  accumulating tools and booty adequate for overcoming each obstacle, =
until=20
  finally the adventurer reaches the treasure or goal. Scott Adams =
created the=20
  first set of Adventures widely available for personal computers; his =
software=20
  house (Adventure International) is built on those games. The Scott =
Adams games=20
  are pure text adventures that run in a small amount of memory, so they =
do not=20
  need disk drives; they are also readily transportable to different =
machines. A=20
  short time later Ken and Roberta Williams built On-Line Systems with =
THE=20
  WIZARD AND THE PRINCESS (trademark of On-Line Systems), an adventure =
that=20
  presented pictures of the scenes in which the adventurer found =
himself. The=20
  game itself was not particularly new; the innovation was primarily the =
use of=20
  graphics. Both firms have expanded their lines with more games using =
the=20
  systems they pioneered. Most of these derivative games are =
structurally=20
  similar to the originals, differing in detail, polish, and size.</P>
  <P>The next variation on the adventure theme was the giant adventure, =
of which=20
  there are several. TIME ZONE by On-Line Systems is one of these. These =
giant=20
  adventures use multiple diskettes to link together a gigantic =
adventure. As=20
  the player solves the puzzle in one environment he moves on to another =

  environment on another disk. The games are structurally identical to =
earlier=20
  games; the only difference is one of magnitude. They take many weeks =
of play=20
  to solve.</P>
  <P>A new variation on the adventure game genre is DEADLINE (trademark =
of=20
  Infocom), a detective adventure with a number of interesting twists. =
Its=20
  heritage as an adventure is evident in its lack of graphics and its =
use of an=20
  excellent sentence parser. This adventure puts the player in the role =
of a=20
  detective attempting to solve a murder. The game is played in a =
real-time mode=20
  that adds to the interest and challenge of the game. The player =
searches not=20
  for treasure but for information with which to solve the murder. This =
game=20
  shows the potential of the adventure system in that the same system =
can be=20
  used, with the storyline and goals altered, to appeal to a different=20
  audience.</P>
  <P>One of the most clever adventures ever done is Warren Robinett=92s =
ADVENTURE=20
  on the ATARI 2600. This adventure follows the same basic format as all =

  adventures, except that it uses absolutely no text. Instead, the user =
moves=20
  through a series of rooms presented in rather simple graphics. =
Although the=20
  graphics and input schemes are radically different, the basic feel of =
the=20
  adventure system has been successfully retained. SUPERMAN, HAUNTED =
HOUSE, and=20
  GALAHAD AND THE HOLY GRAIL by Doug Crockford are all derivatives of =
this=20
  game.</P>
  <P>Adventures are closer to puzzles than to games. As discussed in =
Chapter=20
  One, puzzles are distinguished from games by the static nature of the=20
  obstacles they present to the player. Adventures present intricate =
obstacles=20
  that, once cracked, no longer provide challenge to the player. It is =
true that=20
  some adventures push closer to being games by incorporating obstacles =
such as=20
  hungry dragons that in some way react to the player. Nevertheless, =
they remain=20
  primarily puzzles. <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=3DD&amp;D></A><B>D&amp;D Games</B></P>
  <P>A completely independent thread of development comes from the =
D&amp;D style=20
  games. Fantasy role-playing was created by Gary Gygax with Dungeons =
and=20
  Dragons (trademark of TSR Hobbles), a complex noncomputer game of =
exploration,=20
  cooperation, and conflict set in a fairytale world of castles, =
dragons,=20
  sorcerers, and dwarves. in D&amp;D, a group of players under the =
guidance of a=20
  "dungeonmaster" sets out to gather treasure. The game is played with a =
minimum=20
  of hardware; players gather around a table and use little more than a =
pad of=20
  paper. The dungeonmaster applies the rules of the game structure and =
referees=20
  the game. The dungeonmaster has authority to adjudicate all events; =
this=20
  allows very complex systems to be created without the frustrations of =
complex=20
  rules. The atmosphere is quite loose and informal. For these reasons, =
D&amp;D=20
  has become a popular game, with endless variations and =
derivatives.</P>
  <P>D&amp;D first appeared in the mid-70=92s; it didn=92t take long for =
people to=20
  realize that it had two serious limitations. First, the game needed a =
group of=20
  players and a dungeonmaster, so it was impossible to play the game =
solitaire.=20
  Second, the game could sometimes become tedious when it required =
lengthy=20
  computations and throwing of dice. Many people recognized that these =
problems=20
  could be solved with a microcomputer. The first company to make a =
D&amp;D=20
  style computer game available was Automated Simulations. Their TEMPLE =
OF=20
  APSHAI program has been very successful. They also market a number of =
other=20
  D&amp;D-style games.</P>
  <P>So far, however, few games have been marketed that truly capture =
the spirit=20
  of D&amp;D. There are several reasons for this. First, most =
D&amp;D-players=20
  are young and don=92t have the money for such packages. Second, the =
adventure=20
  games have slowly absorbed many of the ideas of the D&amp;D games. =
There was a=20
  time when we could easily distinguish an adventure from a D&amp;D game =
with=20
  several factors.Adventures were pure text games, while D&amp;D games =
used some=20
  graphics. Adventures were puzzles; D&amp;D games were true games. =
Adventures=20
  were by and large nonviolent, while D&amp;D games tended to be quite =

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