本帖最后由 rain2 于 2012-1-16 19:03 编辑
游戏创造美好生活
这同样是关于本文论点的一节公开课,其中的内容则是从积极的一面探讨。 请允许我把它放在文章之前,当然,如果你愿意,我依然建议在看完全文后观看它。
让你沉迷游戏的五个步骤
So, the headlines say somebody elsehas died due to video game addiction. Yes, it's Korea again.
What the hell? Look, I'm not sayingvideo games are heroin. Itotally get that the victims had other shit going onin their lives.But, half of you reading this know a World of Warcraft addict andexpertssay video game addiction is a thing.
嗯 最近呢 报纸的头条说又有人因为沉迷游戏而死了 这是怎么了?我不是说电脑游戏是∵。我当然知道这些沉迷在游戏里的人在现实中可能很受伤或很孤独,但是沉迷魔兽世界这个现象或者专家叫兽说的沉迷网络游戏还是比较严重的。
Sohere's the big question:Are some games intentionally designed to keepyou compulsively playing, evenwhen you're not enjoying it?
所以我就想问问:是不是有些游戏故意设计成让你必须不断的去玩,即使你一点也没享受?
Oh, hell yes. And their methods aredownright creepy.
当然有。而且他们的那些招数有时简直是让人毛骨悚然。
#5. Putting You in aSkinner Box
#5. 把你当小白鼠
If you've ever been addictedto a game or known someone who was, this article is really freakingdisturbing.
如果你曾沉迷于某个游戏或者知道那么个人沉迷,那么你肯定觉的下面这篇文章很恶心。
It'swritten by a gamesresearcher at Microsoft on how to make video gamesthat hook players, whetherthey like it or not. He has a doctorate inbehavioral and brainsciences.
这篇文章是一个在微软的游戏研究员写的,内容是说怎么样才能让游戏钓住人,才能让玩家喜欢。 这个人很厉害,有行为学和脑科学的博士学位。
quote
"Eachcontingency is an arrangementof time, activity, and reward, and thereare an infinite number of ways theseelements can be combined toproduce the pattern of activity you want from yourplayers."
书中说:游戏中每一个事件都是一个一个设计好的时间段,活动,奖励的集合。这有无数的方法让这些元素可以结合在一起构成各种各样的游戏事件的探索
Noticehis article does not containthe words "fun" or "enjoyment."That's nothis field. Instead it's "the pattern ofactivity you want."
注意到这个写的文章中没有任何一个“好玩","有意思"的字眼。因为那玩意跟他没有关系。反而写的是游戏事件的探索。
"...at this point, youngergamers will raise their arms above their head, leaving themvulnerable."
“在这个节点,会很容易让年轻玩家们爽到举手庆祝。”
Histheories are based around thework of BF Skinner, who discovered youcould control behavior by trainingsubjects with simple stimulus andreward.
他的理论基于B. F.Skinner。这个人发现,控制生物的行为只需要用简单的赏罚措施来训练目标。
He invented the "SkinnerBox," a cage containing a small animal that, for instance, presses alever to get food pellets.
他发明的Skinnerbox斯金纳箱 ,用来控制小动物,比如拉一个杆或者按按钮就可以得到食物
This sort of thing caused gamesresearcher Nick Yee to once call Everquest a "Virtual Skinner Box."
这玩意的发明导致了游戏研究者 Nick Yee 把《无尽的任务》称为Skinner虚拟实验室。
问题在哪?
Gaminghas changed. It used to bethat once they sold us a $50 game, theydidn't particularly carehow long we played.The big thing was makingsure we liked it enough to buy thenext one.
现在游戏的本质已经变了。曾经一个游戏要50块钱,厂商也不会特别关心我们究竟玩多久。游戏只要做的好玩以此来确保我们还买下一作。
But the industry is moving towardsubscription-based games likeMMO's that need the subject to keepplaying--and paying--until the sungoes supernova.
但游戏的商业化逐步向前使基于用户群的游戏比如MMO大型多人在线,需要用户一直玩下去并且一直付钱直到地球爆炸,太阳毁灭,春哥去世。
Now, there's no way they cancreate enough exploration or story tokeep you playing for thousands of hours,so they had to change themechanics of the game, so players would instead keepdoing the sameactions over and over and over, whether they liked it or not. Sogamedevelopers turned to Skinner's techniques.
不过他们没有办法创造一个足够大的探索的空间或者故事背景让你玩个好几百年,所以他们必须得改变游戏的机理,让这些玩家不管喜欢还是不喜欢,能坚持一直做重复无聊的事情。所以这些游戏设计师就用了Skinner方法
This is a big source of controversyin the world of game designright now. Braid creator Jonathan Blow saidSkinnerian game mechanicsare a form of "exploitation."It's not that these games can't be fun.But they'redesigned to keep gamers subscribing during the periods whenit's notfun, locking them into a repetitive slog using Skinner'smanipulativesystem of carefully scheduled rewards.
这个目前在游戏设计方面是一个很大的争论。《时空环境》的设计者 Jonathan Blow认为Skinner这种模式的游戏机理是一种剥削形式。它不是那种“好玩的游戏”,而是设计出来让玩家定期辛勤地劳作,通过Skinner用来控制生物的奖赏惩罚制度把他们牢牢的栓在电脑前不断的猛击鼠标键盘。
Why would this work, when the"rewards" are just digital objects that don'tactually exist? Well...
你想问为什么这种方法会奏效,那些奖励都只是一些电子代码啊? 那么请看下面 |