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好的。
Okay.
我现在正从车道上开出来。
I'm pulling out of my driveway.
大家都知道这意味着什么。
We know what that means.
又到了开车去上班的时间了。
It's time for another drive to work.
好的。
Okay.
所以今天,我想做点有点随意的事情。
So today, I thought I'd do something a little random.
嗯,
Well,
我想聊聊
thought I'd talk
关于随机性。
about randomness.
我当时觉得,发个开车上班的随机内容,然后整段路就随便说点随机的事情,应该挺有意思的。
Thought I thought it'd funny to post, you know, drive to work randomness and then just, you know, quote random things for the entire drive.
但今天我不是要这么做。
But that's not what I'm doing today.
我今天要做的是,我很多年前写了一篇文章,或者也不是,我也不确定。
What I'm doing today is I wrote an article many years ago or not I don't know.
几年前吧,叫《随机的善举》,里面我讲了随机性在游戏设计中的作用。
Some number of years ago called kind acts of randomness in which I talked about the role of randomness in game design.
然后我今天想,就来聊聊这个话题。
And I thought today, I would examine that topic.
我的意思是,我会谈到文章里提到的很多东西,但跟往常一样,我也会加一些新内容进去。
I mean, I'll be I'll be approaching a lot of things I talked about in the article, but as always, I'll be adding new things in.
总之,我跟我老婆说我要写一篇关于随机性的文章,她就说,哦,那你也许该换条路开车上班。
Anyway, and my wife, when I I told her I was gonna do an article on randomness, she goes, oh, well, maybe you should drive to work a different way.
然后我说,好的。
And I said, okay.
对。
Yeah.
听起来是个不错的主意。
That sounds like a cool idea.
所以我今天上班不走平常的路,换条路走。
So I am gonna drive to work not my normal way, a different way.
我也不知道这意味着什么。
I don't know what that means.
不知道这趟会开多久。
I don't know how long this will be.
反正就是随机的。
It will be random.
所以这跟我今天的主题还挺呼应的。
So a little a little meta to go with my topic of the day.
好的。
Okay.
那么,游戏设计中的随机性。
So randomness in game design.
为什么?
Why?
我们为什么要有随机性?
Why do we have randomness?
所以,我想我得先定义一下什么是随机性。
So let let me I guess I had to start by defining randomness.
随机性意味着某些事情不在掌控之中,玩家无法控制,由某种外部力量决定结果。
So what randomness means is something that is not not in control, the player is not in control of, that some outside force determines some outcome.
正如我在文章里说的,从游戏的角度来看,这很重要,但这并不意味着你不能对它产生影响。
Now as I stated in the article, this is important, from a game standpoint, it doesn't mean that you can't have influence into it.
你知道,我觉得,比如《万智牌》里最大的随机因素就是你抽的牌库。
You know, I do think it's just for example, Magic's big randomizer is the library you draw.
但这并不意味着我认为你不能有影响牌库的牌。
And that doesn't mean that I don't think you can't have cards that affect the library.
你知道,我觉得你应该能在一定程度上减轻随机性。
You know, I think you should be able to mitigate randomness to some extent.
而且我们接下来会讲到,我认为能够减轻随机性会让人们更满意。
And as we'll get to, I think the ability to mitigate it makes people much happier with it.
但我确实认为,随机性意味着你,玩家,并不总是知道会发生什么,因为有些因素是你无法控制的。
But I I do believe that randomness means that you, the player, don't always know what's going to happen because of forces outside your control.
那么,为什么这很重要呢?
So why why is this important?
我以后会讲到的一个播客节目,会讨论传播理论。
So one of the podcasts I will get to eventually is gonna talk about communication theory.
我上过传播学院,在那里学到了一些有趣的东西,我会应用它们,以后也会聊到。
I went to school communication school, and there's some interesting stuff I learned there that I apply that I'll I'll talk about.
但其中提到的一点,就是人类对惊喜的需求。
But one of the one of the things it talks about is the human need for surprise.
那为什么呢?
Well, why?
为什么人类需要惊喜?
Why do humans need surprise?
我也不知道。
And I don't know.
关于人类在生理上为什么需要惊喜,有很多有趣的讨论。
There's just a lot of interesting discussions about, you know, why physiologically humans need it.
但人类虽然喜欢稳定,稳定对他们来说很重要,非常重要,但他们也需要一些未知的东西。
But humans, while they like stability, and it's important to them, it's very important to them, they also need to have some context of the unknown.
这是为什么呢?
Why is that?
我不知道。
I don't know.
我猜,这跟生理有关,我的猜测是,如果人类从来不需要未知,那他们就不会去探索新事物了。
I I I guess it has to do with, I I here's my guess, physiologically speaking, is that if humans never have a need for the unknown, it keeps them from ever venturing out.
这就是为什么人类有好奇心,你知道,你想保护人们的安全,你想把它写进他们的基因里,但你也需要确保他们能学到新东西。
It's why humans have curiosity that, you know, you wanna keep people safe and you wanna build that into their genes, but you also need to make sure that they they learn new things.
如果没有对未知的渴望,就不会有新事物的机会。
And without a desire for the unknown, you don't have the opportunity for new things.
所以,反正,这是人类天生就有的。
So anyway, built into people.
这里重要的是,人类天生就需要惊喜,需要一些东西,你知道的。
The important part here is built into people is a need for surprise, a need for things, you know.
那我们稍微聊聊吧。
So let's talk a little bit.
我想说的是,我在文章里也写了,聊聊随机性对游戏的作用,聊聊随机性的负面影响,然后我会聊聊游戏设计师如何利用随机性,你知道,为了他们的最大利益。
What I wanna talk about, I did this in the article, talk about what randomness does for a game, talk about the negatives of randomness, and then I'll talk about how game designers can use randomness to you know, for their best.
让他们用随机性来最大程度地帮助他们的游戏。
That they use it to help their game the most.
那么首先,随机性对游戏有什么作用呢?
So first off, what does randomness do for a game?
首先,随机性会制造惊喜,就像我刚才说的。
Well, first and foremost, randomness makes creates surprise, as I was saying.
我的意思是,人类需要惊喜。
I mean, humans need surprise.
它制造惊喜。
It creates surprise.
为什么这很重要?
Why is that important?
因为未知本身就带有新鲜感。
Because there is novelty in not knowing things.
而且,电影就经常利用这一点。你知道,去看电影时,你大概知道会发生什么,但被惊喜到也是很有趣的。
And that, I mean, movies take this all the time and that, you know, it is it is fun to go into a movie and have a general sense what's gonna happen, but then you kinda it's fun to be surprised.
哦,我没想到会这样。
Oh, I didn't see that coming.
对吧?
You know?
游戏也想要类似的感觉,你知道,娱乐的一大乐趣就在于,作为观众,你并不完全知道接下来会发生什么。
And the games want a similar sense that, you know, one of one of the general joys of of entertainment is you, the audience member, not exactly knowing what's going to happen.
所以游戏中的随机性有助于确保游戏有一些惊喜。
And so randomness in games helps make sure that that the games have some surprise.
而且我认为,惊喜带来乐趣,被惊喜到本身就有很多乐趣。
And I I would argue that with surprise comes fun, that there is a decent amount of fun of being surprised.
这个我待会儿会详细说。
Now, like, I I'll talk about it in a bit.
有好的惊喜,也有坏的惊喜,但确实有那种有趣的时刻。
There there's good surprise and bad surprise, but there is there is a a fun moment.
比如,我们在制作《Evanston Restored》中的奇迹时,有很多担忧,比如,嘿。
Like, one of the things, for example, is when we made miracles in Evanston restored, there's a lot of of concern about, you know, hey.
这里有些东西完全超出人们的控制,但我们注意到,当我们观察玩家游玩时,这创造了一种那种,像是,人们抽牌时那种身体前倾的时刻。
Here's something that's completely out of people's control, but but what we notice is when we watch people play, that it's created this kind of, like, this lean in moment when people would draw their card.
挺酷的。
It's pretty cool.
你知道吗?
You know?
就像是在想,接下来会发生什么?
That's like, what's gonna happen?
对吧?
You know?
而创造那种时刻,在任何游戏里都是非常令人兴奋的。
And that creating that moment is definitely something that is very exciting in in in any game.
每当玩家们身体前倾,那就是他们期待接下来会发生什么的生理信号。
That you whenever you have players leaning in, that that's a physiological sign of what's gonna happen.
你懂吧?
You know?
或者当人们做某件事时,会有一点点紧张,因为他们不太确定接下来会发生什么。
Or people do something, it's like there there's a just a little bit of nervousness because they're not quite sure what's gonna happen.
你知道吗,这就会带来有趣的游戏体验。
You know, that leads to fun gameplay.
雷尼姆斯做的另一件事是,在游戏里有个很重要的东西,我们称之为“变数”。
The other thing that Renminus does is something so one of the important things in game playing is what we call variance.
原因是,如果总是做同样的事情,会变得无聊。
And the reason is that doing the same thing can get boring.
你知道,如果你总是做同样的事,每次做都是同样的结果。
You know, if you always do the same thing, if every time you do something, it's the same thing.
我不是说熟悉感和确定性没有让人安心的地方。
Now I'm not saying there's not some familiarity and there's some comfort in knowing things.
就像我在做关于传播理论的播客时,很多传播理论都建立在人类渴望重复做同样的事情这个基础上。
And as I when I do my podcast on on communication theory, I mean, a lot a lot of communication theory is built around the idea that humans crave doing the same thing again and again.
但话说回来,尤其是在游戏里,因为我觉得人们玩游戏就是想稍微跳出舒适区。
But that said, especially in gameplay because I think people people play games, they are trying to get a little bit out of the comfort zone.
他们想挑战自己,所以我觉得在游戏里,你得确保玩法有变数,因为如果游戏总是以同样的方式展开,玩家就会觉得“好吧”。
They are trying to sort of challenge themselves and, you know, and so I I think that you wanna make sure in games that you want some variance in the gameplay because I think what happens is if the game plays out the same way too many times, your your player just goes, okay.
就算他们喜欢,到某个点也会觉得“好吧,我已经玩过了”。
I mean, even if they enjoyed it, at some point, go, okay, I've done it.
你知道吗?
You know?
而让《万智牌》能持续二十多年的一个关键因素,就是极高的随机性。
And that one of the things that let Magic last for twenty plus years has been hugely high variance.
你知道吗?
You know?
一部分来自洗牌,一部分来自组牌,但万智牌的对局通常不会完全一样,这种情况其实不常见。而研发部门非常努力在做的一件事就是,当我们发现某些机制会导致重复时,我们会特别小心处理这些机制。
Part of it comes to shuffle of the deck, part of it comes from deck construction, but but magic isn't you know, magic games don't tend to play out exactly the same, you know, all that often, you know, and that one of the things that R and D works really hard at is when we find mechanics that lead to just repetition, we're careful with those, you know.
你可能会注意到,我们现在对导师牌这类会让每局游戏完全一样的机制,要谨慎得多。
If notice, we're we're we're a lot more careful these days with tutoring and and things that lead games to be exactly the same every single time.
所以,随机性带来的另一个问题,就是我觉得人们批评它降低了技巧性。
So the other thing that it does is one of the things that I I think that Randomist gets gets pinged for is the idea that it decreases scale.
但我认为情况并不总是这样。
And I believe that that is not always the case.
实际上,我甚至认为恰恰相反,应对随机性的能力本身就是一种非常考验技巧的事情。
I, in fact, believe, some level of the opposite, that the ability to react to randomness is very, very skill testing.
你知道吗?
You know?
比如说,如果不用洗牌,万智牌会不会更考验技术呢?
And that for example, you know, would Magic be a more skill testing game if you didn't shuffle your library?
牌库?
Library?
我的回答是,我觉得不会。
And my answer is the I I don't really think it would be.
我是说,组牌方面可能有点技术含量吧。
I mean, there would be some skill in deck construction, I guess.
但一旦有人明白了怎么操作,比如知道该按什么顺序放牌,或者上网看看别人怎么做的,那就没什么了。
But then once somebody understands sort of what, you know, what they're what they're doing I mean, once someone understands the order that they have to put their cards or or they could read the Internet and see if somebody else doing it, it's just, okay.
好吧。
Fine.
这就是你的牌序。
Here's the order of your cards.
你知道吗?
You know?
万智牌之所以非常考验技术,很大程度上是因为你必须随机应变、灵活应对,而且这确实是最好的例子。
A lot of what makes magic very skillful is that you have to adapt and you have to react, you know, and and that and and it is the best example.
我和很多职业选手聊过,就是顶尖的万智牌玩家,他们基本上——虽然总会有一些分歧——但大多数人同意,轮抽比构筑更考验技术。
I've talked to a lot of pro players and, you know, I mean, top top Magic players, and they pretty much I mean, there's there's always some disagreement, but the majority agree that that drafting is more skill testing than constructed.
但这是为什么呢?
But why is that?
嗯,首先,它涉及的要素更多。
Well, a, there's more components that go into it.
轮抽本身就有很多技术含量,而且它方差很大,你必须去适应。
Drafting itself has a lot of skill to it, but also it just has a high variance that you have to you have to adapt.
比如说,轮抽之所以有趣,是因为我不能直接告诉你,这张牌总是比那张牌好。
And the reason, for example, the drafting is interesting is I can't just tell you that card a is always better than card b.
因为有时候A牌比B牌好,但在某些情况下就不是这样了。
Because sometimes card a is better than card b except in certain circumstances.
而理解这些情况,正是很多技巧发挥的地方。
And trying to understand the circumstances is where a lot of skill comes into play.
或者即使在游戏本身中,如果你玩构筑模式,你大概能猜到会发生什么。
Or even just in the gameplay itself, one of the things that happens is if you play constructed, you kinda learn what's going to happen.
你大概会预感到需要担心什么。
You kinda have some anticipation of what you need to worry about.
但在无限模式里,各种疯狂的事情都可能发生,尤其是遇到那些稀有或神话卡牌,很可能你之前从没遇到过。
But unlimited, all sorts of crazy things happen that you'll you know, especially with, like, rares and mythics where odds are you've never played against that card before.
就算遇到过,可能也就一次。
If you did, it's been maybe once.
而且,你现在的牌组和你之前的牌组完全不同。
And, you know, the deck you had is a completely different deck than the deck you had now.
所以,随机性的一个作用就是让有经验的玩家——你知道,而且它不只是考验技巧,我觉得应对未知本身就很有趣。
And so one of the things that randomness does is it allows the experienced player you know, and and not only does it do skill testing, I I think that responding to the unknown is a lot of fun.
真的很有趣。
It's a lot of fun.
游戏设计中有个概念叫心流。
There's something in in game design known as flow.
简·麦康奈尔在她的书里提到过这个。
McConnell Jane McConnell talked about this in her book.
我记不清书名了,但那是
I don't Blinking the name
一本很好的书。
of the book, but it's
对,非常好的书。
a very good book.
她说的心流就是,当你玩游戏时,你感觉自己被逼到了极限,觉得自己在测试自己的边界。
And she talks about what flow is is when you're playing a game that you, the player, feel that you're you're being pushed at your limit and that you feel like, you know, like you're you're testing the the the just a bit of where you are.
我举个例子,很久以前,我玩过一个叫《小行星》的游戏。
The the example I give I'll I'll give my my example of this is way back in the day way back in the day, used to play a game called asteroids.
年轻的朋友可能不知道,《小行星》就是一个小飞船,你旋转着,小行星朝你飞来,你可以射击它们,把它们打碎。
For the young ones out there, asteroids was a game in which you had a little ship and you would rotate around and asteroids would come at you and you could shoot them and break them up.
你可以推进和飞行,但问题是待在中心要安全得多,在那里你可以大致掌握全局,转来转去射击那些陨石。
Now you had the ability to thrust and fly, but the problem was it was much safer to stay in the center where you could you could sort of gauge everything and spin around and shoot the the meteors.
但偶尔你会遇到麻烦,不得不推进。
But every once in a while, get in trouble and you have to thrust.
就在你推进的那一刻,你一边射击一边推进,事情开始失控,你隐约感觉到自己在挑战极限。
And there's this moment when you were thrusting, where you were shooting around and thrusting, where things were out of your control and you kinda knew that, like, you were pushing the limit.
因为,当你待在中心时,你清楚自己掌握着所有参数。
Because, like, when you're in the center, you you understood you you had the parameters.
但当你动起来的时候,哇,你理解局势的难度瞬间增加了十倍,你知道吗。
But when you're moving, wow, you've just increased the complication of understanding what's going on tenfold, you know.
因为你在动,它们也在动,难度就大大增加了。
Because you're moving and they're moving and it it is a lot lot harder.
但就在你拼命坚持的时候,有那么一瞬间你活了下来,你心里清楚自己是在借来的时间里,你会想,天哪。
But there's this moment when you would survive when you were when you were doing it where, like, you knew that, like, you were a borrowed time that you'd like like, oh my god.
我简直不敢相信我还活着。
I can't believe I'm still alive.
对我来说,那就是心流的状态。
And that to me is the the moment of flow.
就是在游戏里,你被逼到极限,不断挑战自己的极限。
It's just in a game where, like, you are pushed, you're testing your limits to the nth degree.
我觉得随机性有助于产生心流。
And I think that randomness helps create flow.
你知道,当我知道会发生什么,知道那里有什么的时候,好吧,我大概能理解。
You know, when I know what to expect and I know what's there, well, okay, I I kinda understand it.
但当我进入不熟悉的领域,边适应边随机应变的时候,我觉得那才是心流体验最棒的时刻。
But when I'm pushing the area that's unfamiliar to me that I'm adapting and, you know, and and working on the fly, that's where I think some of the best flow moments come.
我觉得这很重要。
And I think that's important.
我认为随机性有助于创造这种体验。
I think randomness helps create that.
好的。
Okay.
那么随机性的缺点是什么呢?
So what are the downsides of of randomness?
好的。
Okay.
其中一个缺点就是重复。
So one of the downsides is repetition.
我举个例子,就是大富翁里的“进监狱”这张卡。
And my example of that is go to jail, which is a card in monopoly.
说到进监狱,有时候还挺刺激的,但问题是,进监狱后你得掷出双数才能出来。
Now go to jail, there's exciting moments of go to jail and and is it like we so to go to jail, you have to roll double to get out.
监狱的规则就是这样。
That that's how jail works.
从好的方面看,有时候看自己能不能出狱也挺让人兴奋的,那确实很刺激。
Now on the plus side, sometimes there's there's exciting moments to seeing if you get out of jail, and that could be very exciting.
但也有时候,你会觉得,我真的做不到。
But also, there's the moments where, like, I can't do it.
我做不到。
I can't do it.
我做不到。
I can't do it.
你知道,就是它会造成重复,因为它不让你做任何事。
I can't you know, we're just it creates repetition because it doesn't allow you to do anything.
你明白吗?
You know?
而且这种重复,你得小心,因为有时候随机性会导致重复。
And that repetition like, you have to be careful because sometimes randomness can lead toward repetition.
我的意思是,有时候它能打破重复,但有时候它也会造成重复。
I mean, sometimes it breaks repetition, but sometimes it can cause repetition.
而且,这可能会让人非常沮丧,因为当事情超出你的控制,如果它们太不顺你的意,你知道,一点点的你能适应,但到某个点你就会觉得,天哪,整个世界都在跟我作对,然后开始灰心丧气,因为你心想,什么?
Also, it can get very frustrating because when things are outside of your control, if they go against you too much, you know, a little bit you adapt to, but at some point you just feel like, man, the universe is working against me and start getting demoralized because you're like, what?
我能做什么呢?
What can I do?
这甚至不是我做的。
This is not it's not even me doing it.
是外部因素在起作用。
It's outside factors doing it.
比如,我知道当人们跟我谈论手稿时,手稿就属于这种情况。
And for example, I know when people talk to me about manuscript, that manuscript falls into this.
手稿本身带有随机性,而随机性的坏处就是你只会感到无助。
That manuscript has randomness to it and that the downside of randomness is you just feel helpless.
你知道吗,我甚至都没参与。
You know, I didn't even get a play.
我什么都没做。
I didn't even do anything.
这跟我一点关系都没有。
I had nothing to do with me.
而随机性就会导致这种情况,那是一种非常糟糕的感觉。
And and randomness can lead to that, and that and that's a very bad feeling.
另外,虽然适应随机性很考验技巧,但随机性用错了地方的话,我是说,有个有趣的问题:你希望新手玩家多久能赢一次老手玩家?
Also, while adapting to randomness can be very skill testing, randomness in the wrong way can I mean, there's an interesting point about how often you want your lesser experienced player to beat your better experienced player?
作为游戏设计师,我要说,如果新手玩家永远赢不了老手玩家,那你真的把游戏限制得很死。
I will say this as a game designer, if your lesser experienced player can never beat your more experienced player, you are really, really limiting your game.
我不是说做不出好游戏。
I'm not saying you can't make a good game.
显然,国际象棋能流传这么久,但你把游戏的受众限制得很窄,因为只有那些愿意一直输、直到学会不输的人才愿意玩,这很难。
Obviously, chess is lasted a long time, but you are very much limiting your audience for your game because you will limit it to people that are willing to lose until they learn not to lose, and that is very hard.
没多少人会说:我知道我会输很久,但最终我会挺过去,然后开始赢。
There's not a lot of people that are saying, I know I'm gonna lose for a long time, but eventually, I'll I'll push through that and then start to win.
大多数人都是:我输太多次了,就这样吧。
Most people are like, I've lost so many times, that's it.
我不玩了。
I'm out of here.
他们需要一种持续的,他们需要一点保证,比如,嘿。
And that they need a constant they they they need to be, you know they they need a little bit of assurance to say, hey.
嘿。
Hey.
事情不会那么糟的。
Things aren't gonna be so bad.
而且,如果游戏偶尔让最差的玩家赢过更好的玩家,这能给他们带来希望。
And that if you the nice thing about having a game where occasionally the worst player beats the better player is it gives them hope.
我之前也说过这个。
And I've I've talked about this before.
希望是游戏设计中非常重要的一部分,你要让玩家始终抱有希望。
Hope is a very, very important part of game design that you want your players to always have hope.
当然,这种希望不一定要有很高的概率。
Now the hope doesn't need to be a high percentage chance.
你懂我的意思吧?
You know what saying?
我之前也说过,你得确保玩家觉得自己有机会赢。
I talked to this before about how you you need to make sure that the player feels they get a chance to win.
你懂吗?
You know?
希望并不一定意味着我有很大的机会让某件事发生,但至少得让我觉得有点机会。因为说到底,如果你想让别人玩你的游戏,你知道,当玩家开始玩一款游戏时,他们其实是在对游戏设计师抱有一种盲目的信任。
Hope doesn't need to mean that I have a great chance of something happening, but it needs to mean I have some chance of it happening because, essentially, if you want someone to play your game, you know, that there is some when when a game player starts playing a game, they enter in sort of a blind trust with the game designer.
基本上,他们就是在说,好吧。
And basically, what they're saying is, okay.
我信任你。
I'm putting my trust in you.
你说你能给我带来好的体验。
You claim you have a good experience for me.
这跟去看电影或者追剧是一样的道理。
And it's the same thing as going to see a movie or going to see you know, watching a TV show.
但有意思的是,拿看电影来说,大多数人都会先看影评或者听别人的建议。
But the the interesting thing about seeing a movie, as example, is most people tend to read reviews or or get advice from other people.
人们不会盲目地走进电影院。
People don't blindly go to movies.
其实游戏也差不多是这样。
Now, I that's also kinda true for games.
人们不会盲目地去玩游戏。
People don't blindly play games.
但不管怎样,总会有那么一个信任的瞬间。
But anyway, there's this moment of of trust.
你会想,好吧。
You're like, okay.
好吧,游戏设计师。
Okay, game designer.
好吧,电影导演。
Okay, movie director.
你知道,我把信任交给你了。
You know, I'm putting my trust in you.
别让我失望。
Don't disappoint me.
你知道,因为这不在我的控制范围内。
You know, because it's out of my control.
我,你知道,我把控制权交给你,但我相信你会做到。
I'm, you know, I'm I'm giving you control, but I'm I'm I'm trusting you that you'll deliver.
所以,其中一部分就是,玩家想要一种感觉,就是对他们来说还有希望,总有机会。
And so part of that is peep game players want a feeling that, you know, there's hope for them, that there's always a chance.
你明白吗?
You know?
随机性如果运用得当,能帮助营造这种感觉,但如果用错了,反而会夺走它。
And randomness when used used correctly can help make that, but when used wrongly, it can take that away.
我今天最大的教训之一就是,随机性是一把双刃剑。
And one one of my big lessons today is that randomness is a double edged sword.
你明白吗?
You know?
随机性并不是那种万能的、绝对棒的工具。
That randomness can randomness is not like this be all end all tool that's just awesome.
随机性是一把双刃剑,用对了能提升游戏体验,但用错了反而会降低游戏的乐趣。
Randomness is a is a double edged sword that when used correctly can enhance games, but when used wrong can can decrease the enjoyment of games.
我今天想说的核心就是,它是一个有价值的工具,但你必须小心使用,因为如果使用不当,它实际上会减少你游戏的乐趣。
And sort of my message of the day is it's a valuable tool, but a tool that you have to be careful with because if used in incorrectly, it actually lessens the enjoyment of your game.
好的。
Okay.
顺便说一句,这里插个小话题,我今天开车走的是去上班的备用路线,这条路我走过几次。
By the way, just as a little side note here, I'm driving the back way to work, which I've gone a few times.
但你知道,平时去上班的时候,大脑好像自动就知道怎么走,对吧?
But, like, you know how when you go to work normally, like, brain just kinda knows where it's going?
所以如果我看起来有点分心,那是因为我在想,这条路对吗?
So if I seem distracted a little bit, it comes from me going, is this the right way?
我觉得我知道自己在往哪儿走。
I I think I know where I'm going.
不过如果我迷路了,那你们就能多听一期超长的播客了。
Although if I get lost, then you guys get an extra long podcast.
所以也许算是双赢。
So maybe win win.
哦,不是双赢。
Oh, not win win.
是输赢参半。
Lose win.
总之,好吧。
Anyway okay.
那么,你能用随机性做什么?怎么才能最好地利用它?
So what can you do with randomness to how do you use it to its best?
好。
Okay.
我有几个建议。
And I have a couple suggestions.
首先,尽量用随机性来带来积极的结果。
So first off is try to use randomness to lead to upside.
那我举个例子,这个例子和我专栏里写的不太一样。
And so let let me give my my example is I use a different example from my my my column.
我的游戏是这样的:你抛一枚硬币。
My I so here's my my list is I'm gonna play a game, and my game is you flip a coin.
如果是正面,我就给你一些糖果。
And if you roll heads, I'm gonna give you some candy.
如果是反面,我就给你一些钱。
And if you roll tails, I'm gonna give you some money.
正面朝上的话,你就得到一些糖果。
So heads, you get some candy.
反面朝上的话,你就得到一些钱。
Tails, you get some money.
这是第一个游戏。
That's game one.
第二个游戏,你掷出正面,我给你糖果和钱;但如果掷出反面,我就打你的脸。
Game two, you roll heads, I give you candy and money, but if roll tails, I punch you in the face.
好的。
Okay.
那么哪个游戏更有趣呢?
So which which is a more fun game?
嗯,在第一个游戏里,我不能同时得到钱和糖果。
Well, in game in the first game, I can't get money and candy.
我只能得到钱或者糖果。
I can only get money or candy.
而在第二个游戏里,有一种结果是我能同时得到糖果和钱。
Or in the second game, there's an outcome where I get candy and money.
但是有风险。
But there's a downside.
对吧?
Right?
所以第一个游戏更有趣。
So the first game is fun.
挺有意思的。
It's fun.
我会得到什么呢?
What am I gonna get?
我会得到糖果吗?
Am I gonna get candy?
我会得到钱吗?
Am I gonna get money?
挺有意思的。
It's fun.
很刺激。
It's exciting.
因为你喜欢糖果,也喜欢钱。
Because you like candy, you like money.
怎么都不会错。
You can't go wrong.
对吧?
Right?
所以这种随机性是个有趣的游戏,因为这里面有点刺激感。
And so that randomness is a fun game because I there's some excitement.
随机性带来的乐趣在于,哦,我喜欢糖果。
The randomness is playing into the fun part of it is, oh, I like candy.
我喜欢钱。
I like money.
哦,我会得到哪一个呢?
Oh, which one am gonna get?
这种随机性让人兴奋。
That's an exciting randomness.
第二种情况,就像,好吧,我有机会得到糖果和钱,但我也讨厌被打脸。
The second one, it's like, okay, I have a chance for candy and money, but I also I don't like being punched in the face.
所以现在我很紧张。
And so now I'm nervous.
现在我很担心。
Now I'm apprehensive.
现在这种不确定性让我很不舒服。
Now the randomness is causing me discomfort.
第一种情况下,不确定性让我开心,第二种则让我难受。
In the first case, the randomness is causing me happiness, and the second is causing me discomfort.
两种情况都是未知的。
In both, they're unknown.
两种情况我都不知道会发生什么。
In both cases, I don't know what's going to happen.
但第一种情况下,我很期待,很兴奋。
But in the first case, I'm anticipating, I'm excited.
哦,会发生什么呢?
Oh, what's gonna happen?
第二种情况下,我就很犹豫。
In the second case, I'm I'm reticent.
我就想,好吧。
I'm like, okay.
好吧。
Okay.
你懂吗?
You know?
然后我觉得很多游戏设计师都倾向于第二种。
And then I think a lot of game designers do the second.
而且稍微来一点第二种是可以的。
And a little of the second is okay.
比如说,我们拿抛硬币的卡牌来说。
For example, we'll take coin flip cards.
有时候在《万智牌》里,我们想做抛硬币的卡牌。
Sometimes in Magic, we wanna do coin flip cards.
不。
No.
我更喜欢那种大优势对负收益的硬币翻牌,而不是大优势对小优势的。
I prefer coin flip cards in which big advantage small advantage versus big advantage negative.
对吧?
Right?
因为即使是个小优势,在大优势面前你也是输。
Because even a small advantage is in a big you're losing.
比如,假设我在万智牌里抛硬币,要么得到20点生命,要么得到2点生命。
Like, if I get let's say, say, I'm gonna flip a coin in Magic and I either get, you know, 20 life or two life.
那2点生命就等于输了。
Well, two life is is losing.
你知道,我本来可以拿20点的。
You know, I could've got 20 life.
结果只拿了2点。
I got two life.
你懂吧?
You know?
但那样比20点生命、失去10点生命要好。
But that's better than 20 life, lose 10 life.
对吧?
Right?
因为如果一边太负面,人们就会关注最极端的结果。
Because if the if if your one side is too negative, human beings will focus on the thing that is the most extreme outcome.
明白吗?
Okay?
比如说,我告诉你,你要么赢钱或糖果,要么被揍脸。
So for example, I tell you you're you're gonna win money or candy or you're be punched in the face.
我关注的是被揍脸。
I'm focusing on being punched in the face.
那是我在想的。
That's what I'm thinking about.
哦,我可不想被揍脸。
Oh, I don't wanna be punched in the face.
我根本不会去想糖果和钱。
I'm not thinking about the candy and the money.
当然,也有可能你把好处设计得特别好,让人虽然讨厌被打脸,但特别想要那个好处,你懂的。
Now, it is possible that you could create upside so good the person goes, oh, I hate being punched in the face, but oh my god, I oh, I really want that upside, you know.
但在游戏里,一般来说,生活中也许能行,但在游戏里,你希望好处和坏处都是玩家能接受的,坏处不能太吓人,以至于完全吸引他们的注意力。
But in gaming in general, I mean, in life maybe you can make that work, but in gaming, you kinda want the upside and the downside to be something that they can, you know, the downside is something that's not so apprehensive that it draws their focus.
好的。
Okay.
第二点,要给玩家反应的机会。
Number two, you wanna give players a chance to respond.
明白吗?
Okay?
这意味着,随机性有一个真理,就是越早把随机性引入游戏越好。
So what that means is that when something so one of the truisms of randomness is the earlier you get the randomness into the game, the better.
为什么这么说呢?
So why is that?
事实上,我经常说,你希望游戏里有随机性,但最好的方式之一就是从随机组件开始。
And in fact, one of the things I often say is, you want randomness in your game, but one of the best ways to get randomness in your game is to start with a random component.
你会发现那些游戏,比如从随机棋盘开始,或者你在棋盘上的起始位置是随机的,或者像《万智牌》那样,你要洗牌。
You'll notice those games that start with a random board or where you start on the board is random or like Magic Heads, you know, you shuffle your library.
这样做的原因是,我之前提到过技能测试。
The reason that is good is, I was talking before about the skill testing thing.
人们希望,如果你有机会应对随机性,那就是技能测试。
People want to be able to if you have a chance to respond to randomness, it's skill testing.
对。
Okay.
这局游戏发生了什么?
What happened this game?
对。
Okay.
对。
Okay.
你知道,现在我有时间去处理它。
You know, and now I have time to deal with it.
好的。
Okay.
嗯,那挺有意思的。
Well, that's fun.
那是个考验技巧的事情,就像,我想弄清楚怎么应对这个。
That that is a skill testing thing, that's like, I wanna figure out how to deal with this.
这是随机性中有趣的部分。
And that is a fun part of randomness.
我得去适应它。
I get to adapt to it.
但如果拉莫斯在游戏结束时,看,世界上最糟糕的事情就是,好吧,我要么赢要么输。
But if Ramos is at the end of the game, look, the worst thing in the world is, okay, I'm gonna win or lose.
如果我抛硬币正面就赢,反面就输。
If I if I flip heads, win and tails, I lose.
你知道,我们尽量避开那种靠运气的局面。
You know, we try to avoid that magic where we can.
整场比赛最后靠抛硬币决定,那就不好玩了。
That it's not fun where it's like, and the whole game came down to a coin flip.
你明白吧?
You know?
有趣的是,有时候人们觉得牌库顶就像抛硬币,但他们忽略了,每回合你多买一回合,就多抽一张牌。
Now the funny thing real quickly is sometimes people think of the top of library as a coin flip, but what they miss is that every turn you buy yourself another turn, you buy another draw.
比如,我喜欢那种情况,有人拖长比赛,然后抽到直接伤害法术获胜,对方就说,哦,你运气真好。
Like, I love the things where someone draws out the game and they draw the, you know, the the they draw the direct damage spell to win the game and the person's like, oh, you're so lucky.
我就说,不是的。
I'm like, no.
我拖了七个回合,就是为了能一直抽牌。
I drew the game for seven turns so I could keep drawing cards.
对。
Yeah.
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最后我抽到了打败你的那张牌,但这并不是说,哦,我运气真好。
Eventually, I drew the card to beat you, but it wasn't like, oh, I'm so lucky.
我花了很多时间和精力,才走到能抽到那些牌的地步,才抽到打败你所需的那张牌。
I spent lots of time and energy getting to the point where I gotta draw all those cards, getting to the card I needed to beat you.
你明白吗?
You know?
总的来说,你越早引入随机性,让大家去适应它,游戏就越有趣。
And that in general, what you wanna do is earlier you put the randomness and let people adapt to it, the more fun.
你越晚引入随机性,游戏就越依赖运气,越让人觉得失控,越容易让人沮丧。
The later you put it, the more that the game hinges on the randomness, the more it feels out of your control and you get frustrated.
对吧?
Right?
因为你花了大量时间和精力来玩这个游戏。
Because you spend a lot of time and energy playing this game.
你投入了很多,你知道,你失去了很多技巧。
You spend a lot of you know, you lose a lot of skill.
所以到最后,即使你做的每件事都考验技巧,最后那一点点是游戏决定的随机因素,这就会让你带着不好的感觉离开游戏。
So in the end, if the even if by the way, everything you do is skill testing, the last little bit was a random thing that the game decided on, it just makes you leave the game with a bad feeling.
比如,他们总是强调的一件事,对游戏设计师来说,就是整个游戏都很重要,但当你离开游戏时的结尾部分,那才是玩家最强烈的体验。
Like, one of the things they always stress is, you know, just for game designers is the whole game is important, but the the end of your game, when you leave the game, that is the that's the strongest experience that a player will have.
那会一直留在他们心里。
That's what they'll stick with them.
这就是为什么我有一条经验法则,我之前也说过,就是你要让游戏在玩家想结束之前结束。
And that's why one of my truisms, I talked about this before, is you want your game to end before your player wants it to end.
为什么?
Why?
因为当游戏结束时,他们会说,哦,已经结束了?
Because when the game ends, they goes, oh, it's over already?
哦,或者我想再玩一次,或者你知道,那太刺激了。
Oh, or I wanna play again or or when you know, that was exciting.
如果游戏在玩家想结束之后才结束,他们会说,哦,终于结束了。
If the game ends after they wanted to end, they go, oh, finally, the game's over.
你明白吗?
You know?
第一种情况下,他们很兴奋,很有动力。
In the first, they're excited, they're motivated.
他们离开时带着一种充满力量的感觉,还想再玩一次。
They they left with this, like, empowering desire to wanna play again.
第二种情况下,他们就会觉得这游戏不行,也许以后还会玩,但你已经让他们很难再想玩了。
In the second, they're like, they write it off, you know, and maybe they'll play again, but man, you're making it hard for them.
对吧?
Right?
你要让他们离开游戏时还意犹未尽。
You want them leaving your game wanting more.
所以我跟游戏设计师们总是说,要在玩家想结束之前结束游戏。
And so I I I say this all the time I talk to game designers is end the game before the player wants it to end.
让他们意犹未尽。
Leave them wanting more.
这一点非常重要。
That's very important.
好的。
Okay.
那么,好的。
So okay.
所以,你希望在游戏早期就引入随机性。
So you want to get your randomness early in the game.
接下来,允许玩家对随机性进行操控。
Next, allow manipulation of the randomness.
我的意思是,万智牌就是这么做的。
So what I mean by that is and Magic does this.
比如,抽牌是游戏中最随机的部分,但我们给了你很多工具来影响这种随机性。
For example, card drawing is the most random part of the game, but we give you a lot of tools to affect the randomness.
法力也是一样。
The the same with mana.
法力是另一个大系统,就是那个法力系统。
Mana is the other big the the mana system.
但我们给了你一些工具来影响它,你知道的。
But we give you tools to impact it, you know.
实际上,我们尝试做的一件事就是告诉玩家,嘿,有经验的玩家,法力可以有一些随机性,但这里有一堆工具。
In fact, one of the things we try to do is we say, hey, experienced players, mana can have some randomness do it, but here's a bunch of tools.
所以更好的玩家有更多能力来操控法力,所以,是的,有时候会不顺,但大多数时候,你知道,他们能减少这种情况的发生。
And so the better player has more ability to manipulate mana, so, yeah, sometimes it goes against them, but the majority of the time, you know, they lessen when that happens.
而且玩家通常会觉得,如果他们感觉自己有机会,即使他们从未真正使用过那个机会,他们也会感觉更好,这一点很重要。
And that players in general feel better when they feel like they had a chance even if, and this is important, they never actually use that chance.
你知道吗?
You know?
所以,游戏有办法影响你的抽牌,即使有人从不使用那些牌来影响抽牌,他们也会觉得,哦,游戏是公平的,因为有机会去这么做。
So the fact that the game has means to affect your drawing, even if someone never plays cards to affect their drawing, they feel like, oh, the game feels fair because there's an opportunity to do it.
你知道吗?
You know?
而且我觉得这一点非常重要,就是玩家在玩游戏时,能从设计师那里感受到一种公平感。
And I think I think that is very important, you know, that the player playing the game feels from the designer a sense of fairness.
你想做的是,让随机性以这样的方式呈现,让玩家觉得,好吧。
And that what you wanna do is you want the random done in such a way that the player goes, okay.
我本来可以选择去影响它的,对吧。
I could have opted in to impact that, you know.
哦,我明白了,这是随机的。
Oh, I see it's random.
哦,但是游戏设计师给了我工具,如果我想的话,可以让它不那么随机。
Oh, but the game designer gave me tools to make it less random if I desire.
现在就看他们自己了。
And that now it's up to them.
他们可以用这些工具,也可以不用,但游戏设计师给了他们工具,而你给了他们工具,这一点非常重要。
They they can use those tools or not use those tools, but use the game designer and gave them the tools, and that is pretty important that you gave them the tools.
你知道吗?
You know?
这能带来很多好感,之前也说过,就是玩家对设计师的信任,他们觉得,设计师对我公平吗?
That a lot of goodwill, talked about before, like like, a lot of the trust of the of the game player, the game designer is, were they fair to me?
游戏设计师有很大的权力,玩家就会想,好吧。
Was the game you know, the the game designer has huge amount of power, and the game player is like, okay.
我希望这个人对我公平。
I want this person to be fair to me.
如果游戏结束了,他们觉得你不公平,他们就会生你的气。
And if the game ends and they feel you weren't fair, then they're mad at you.
他们会说,去你的。
They're like, bleep you.
你知道吗?
You know?
他们会说,设计师,你到底在干什么?
They're like, what what, you know, what are you doing game designer?
你知道吗,你对我一点都不公平。
You know, you weren't playing fair with me.
他们唯一的回应就是,好吧,他们不再玩你的游戏了。
And the only response they have is, okay, they don't play your game again.
你明白吗?
You know?
而你想要的是让玩家觉得游戏设计师是在挑战他们,并不是说玩家不想被挑战,或者不想付出努力,或者不想遇到困难,但他们希望感受到这是一种诚实的尝试,游戏设计师是在和他们一起,而不是在跟他们作对。
And what you want is you want the game player to feel like the game designer, you know, challenge them and and and it's not that the game player doesn't want to be challenged or have to work for things or get doesn't then wants to be frustrated, but they wanna feel like it was done in an honest attempt where that the game designer was working with them and not against them.
这一点非常重要,让我强调一下。
And that's a huge that once let me stress this.
游戏设计师应该是玩家的盟友,而不是玩家的对手。
The game designer is supposed to be the ally to the game player, not the combatant of the game player.
你明白吗?
You know?
你,游戏设计师,不应该和玩家对抗。
You, the game you, the game designer, are not supposed to fight the game player.
你不是在阻止他们赢。
You're not trying to keep them from winning.
你的工作是让他们的旅程有趣,而不是阻止他们到达终点,你明白吗?我是说,是的,你应该在他们路上设置障碍,因为你要做的部分就是让他们必须去克服,因为这是游戏的很多乐趣所在。
Your job is to make their journey fun, not keep them from getting there or not you know, I mean, yes, you're supposed to throw obstacles in their way because part of what you're doing is making it something that they have to overcome because that's a lot of the joys of games.
但你的工作不是让他们感到沮丧。
But your job is not to frustrate them.
你的工作不是……你的工作是创造这些体验,让他们有机会去应对并克服。
Your job is not to your job is to create these experiences, allowing them the opportunity to react and overcome that.
随机性就是一个很好的例子,如果使用得当,它能带来兴奋和乐趣,让他们去应对。
And and randomness is a good example of this, is randomness used correctly allows excitement and fun and lets them react to it.
如果使用不当,就会让他们感觉糟糕。
Used badly, it makes them feel bad.
这会让他们感到无助,并且产生他们不想要的变数,或者他们不想要的重复。
It makes them feel helpless and, you know, makes it create variance that they don't want or or or repetition that they don't want.
好的。
Okay.
最后,在游戏设计中,人们需要小心注意的另一件大事,就是我所说的“随机性的图标”。
Finally, another big thing for people to be careful about in in game design is what I call the icons of randomness.
所以,随机性的两个最大标志就是骰子和硬币。
So the the two biggest icons of randomness are dice and coins.
原因是什么呢?骰子是用来干什么的?
And the reason is, what does a dice exist for?
它是一个随机工具。
It's a tool of randomness.
硬币嘛,显然可以用来买东西,但那种“我要做个五五开的决定,抛个硬币吧”的想法已经深入人心,所以这两样东西都被用来制造随机感。
Now a coin is coin, obviously, you can spend spend it to buy stuff, but the the idea of I'm gonna make a fifty fifth decision, flip a coin is so ingrained that both those items are used to create a sense of randomness.
所以用它们的时候要非常小心。
And so you have to be very careful when you use them.
我不是说绝对不能碰,因为我觉得如果用得对的话。
Now I'm not saying you can never use them because I think used correctly.
比如,万智牌就时不时会用抛硬币。
Mean, Magic uses coin flips from time to time.
我们也会用骰子,让我稍微讲讲掷骰子吧。
We use dice rolling in let me talk a little bit about dice rolling.
所以《Unglued》里有掷骰子的机制,在我们的指南书研究中表现不佳。
So unglued had dice rolling, and it it fared poorly in our guidebook study.
但回头看看,挺有意思的。
But it's funny that I look back.
我觉得我犯的一个错误也是同样的。
I think one of the mistakes I made was the same thing.
我没有正确使用随机性。
I wasn't using randomly correctly.
比如,我设计的很多随机卡牌都是掷骰子,一到六对应不同效果。
So for example, a lot of the random cards I did were like roll a die, some something happens one through six.
这种卡牌的问题在于,你怎么用它?
And the problem with that kind of card is, well, how do you use that card?
我不知道它会有什么效果。
I don't know what's gonna do.
我无法围绕它做计划。
I can't plan around it.
我没办法围绕它来构建,而且这有点让人沮丧。
I can't build around it, and it's kind of frustrating.
就像,好吧,我希望掷到六,你懂的。
It's like, well, I hope six happens, you know.
而我更喜欢的是那些有一些变体,我知道我能得到一些东西的卡牌。
And the ones that I enjoyed a lot more were the ones in which there were some variants that I knew I was getting something.
就像,这指的是我之前说的。
Like and and this referring to what I was talking about before.
比如,我其实觉得精灵模仿者,就是掷两个六面骰子,一个决定力量,一个决定坚韧。
Like, I actually thought Elvish Elvish impersonator, which was you roll two six sided die, and one was power, one was the toughness.
我觉得那张卡很有意思。
I thought that card was a very interesting card.
虽然偶尔你会被坑,比如掷到一一或者一二之类的。
Now every once in while, you got hose, you got the one one or the one two or something.
你明白吧?
You know?
但它的妙处在于,我不太确定我总能得到一只生物,你知道,我得去适应那只生物是什么。
But the neat thing about it was I wasn't quite sure what I always got a creature, you know, and I had to sort of adapt what the creature was.
而我觉得像“地球是科学实验”那种,就是,我不知道策略是什么,策略。
Where I felt something like Earth's a science experiment where it's like, I didn't didn't know what was strategy, strategy.
我不知道它会做什么。
I didn't know what it was gonna do.
我甚至都没把它放进我的牌组,因为我不知道会发生什么。
I it's like, didn't even put him in my deck because I I didn't know it was gonna happen.
回顾起来,我觉得最大的教训之一是我把洗澡水连同孩子一起倒掉了,因为我想,哦,人们不喜欢骰子。
And I feel like one of the big lessons looking back on it is I think I threw the the the baby over the bathwater in the sense that I go, oh, people don't like dice.
而我没做的是,我今天要说的教训是,哦,不。
And what what I didn't do is sort of the lessons I'm saying today is, oh, no.
不。
No.
不。
No.
有趣的是,随机性有有趣的多样性,也有无趣的随机性。
There's interesting there's interesting variety, you know, randomness, and there's an there's unfun randomness.
而且我觉得,在《Unglued》里,有意思的是,我没有充分利用骰子来让骰子玩法变得有趣。
And I think that I in unglued, interestingly, I wasn't using my dice as well as I could to try to make the dice play something that was fun.
总之,这更多是我对自己经历的反思和观察。
Anyway, more more me observing my own my own path and and looking at things.
不过,关于随机性的标志——骰子、硬币,还有转盘,顺便说一下,我的建议是——
But anyway, my my advice on the icons of randomness, dice and coins, is and spinners, by the way.
转盘是随机性的第三个标志。
Spinners would be the third icon of randomness.
你必须小心。
Is you have to be careful.
如果你的游戏和这个相关,那没问题。
If your game is associated with that, you're fine.
比如,万智牌是一款集换式卡牌游戏。
For example, Magic is a trading card game.
它有卡牌。
It has cards.
它肯定会有牌组。
It's going to have a deck.
这是理所当然的。
That's a given.
你知道吗,有意思的是,你扔骰子或硬币,人们会问,什么?
You know, like, it's funny because, like, you throw dice or coins and people go, what?
但是,洗牌的话,哦,当然,你得洗牌。
You know, but, like, shuffling your deck, oh, well, of course, you gotta shuffle your deck.
然后就像,哦,我们是集换式卡牌游戏。
And it's like, oh, well, our we're a trading card game.
嗯,卡牌游戏自然就有一套牌。
Well, there's an expectation of a deck of cards.
这是不言而喻的。
That's just a given.
你懂吧?
You know?
而且你洗一副牌,大多数有牌的游戏都会洗牌。
And the fact that you shuffle a deck of cards, well, most games with cards, shuffle cards.
几乎所有有牌的游戏都会洗牌。
Almost all games with cards, shuffle cards.
所以这是理所当然的,对吧。
So that's a given, you know.
如果你玩的是桌游,你会拿到骰子。
If you were playing a board game, you get dice.
桌游里肯定有骰子,你懂的。
You get dice in a board game, you know.
我在文章里举了一个很有意思的例子,我待会儿会提到,就是我和理查德·加菲尔德合作做了一个叫《星球大战集换式卡牌游戏》的东西。
An example I I used in my article is a very interesting one, I will bring that up, which is, so I worked with Richard Garfield on we made a it was called Star Wars trading card game.
是威世智公司发行的。
Wizards ghost made it.
理查德的构想是,他设计了游戏系统,我是团队的一员,然后我基本上负责了核心卡牌的设计。
And what Richard's vision for it what happened was Richard designed the game system of which I was on the team, and then I led the the core set design essentially.
理查德的构想是,这应该是一个微缩模型游戏,但用的是卡牌,运作方式就像微缩模型游戏一样。
And so Richard's vision of it was that it was a miniatures game but with with cards, that it functioned like a miniatures game.
所以想法是每张卡牌上都有造成伤害的能力,并且它决定了你基本上要掷多少骰子。
And so the idea was every card had on it the ability to do damage, and that define it said how many dice you got to roll essentially.
所以当你们打斗的时候,比如,我的飞船在打你的飞船,然后我有这么多骰子可以掷。
And so what happened was when you're having fights, oh, well, you know, my spaceship is fighting your spaceship, and, oh, I have so many dice I get to roll.
所以有很多骰子被掷出。
And so there were there was a lot of dice wrong.
掷了很多骰子,因为他做的是微缩模型游戏。
A lot of dice wrong because it was a he made a miniatures game.
我的意思是,这是一个带有微缩模型感觉的卡牌游戏。
I mean, it's a trading card game with a miniature sensibility.
有趣的是。
And here's the interesting thing.
玩家们真的很反感这个。
Players really rebelled against it.
他们觉得,他们不想在集换式卡牌游戏里掷那么多骰子。
They're like, they didn't wanna be rolling that much dice in their trading card game.
就像我说的,这产生了一个非常有趣的动态,那就是如果我必须掷一个骰子,那比掷十个骰子随机性大得多。
And like I said, it created this very interesting dynamic which is if I have to roll one die, that is a lot more random than if I have to roll 10 dice.
原因是骰子掷得越多,我就越有机会抵消高点和低点。
And the reason is the more dice I roll, the more chance I have to offset, you know, the highs and the lows.
因为,简单说一下概率,如果我掷一个六面骰子一百万次,结果会平均在3.5。
Because as as I mean, real quickly into probability, if I roll a six sided die, you know, a million times, it's gonna average 3.5.
那是平均值,骰子上没有这个数,但掷出的平均值会是3.5,因为那是中间值。
That's the average I mean, that that doesn't exist in the die, but but if you the the average of the rolls will be 3.5 because that's the middle.
最低掷出1,最高掷出6,平均是3.5。
The lowest you roll is a one, the highest you roll is six, the average is 3.5.
掷的骰子越多,结果就越接近这个平均值。
The more dice you roll, the closer you get to that average.
骰子掷得越少,变化就越大,因为如果我只掷一个骰子,可能掷出1,也可能掷出6,每个数字出现的概率都一样。
The fewer dice you roll, the more variance you can get because if I roll just one die, well, I could roll one, I could roll six, you know, and any one die I have an equal chance of rolling anything, you know.
只是随着时间推移,结果会趋向于期望值。
It's just with time, you know, I'm gonna lean toward I'm gonna lean toward the the expected value.
所以在那个游戏里,我们掷的骰子要多得多。
And so in that game, we were rolling a lot more dice.
有趣的是,那个游戏的随机性其实比其他很多骰子游戏要低,但大家感觉它更随机,因为他们掷的骰子更多。
So the the funny thing is that the randomness of the game is actually less than many other dice game, but the the public perceived it as more because they were rolling more dice.
所以骰子作为运气的象征,掷得越多,大家就觉得越随机。
So that like, dice is such an icon of luck that lots of dice might must mean even more random.
对吧。
You know.
这让我大开眼界,很有意思,就是人们如何看待那些被赋予了很多权重的随机物品。
And that was a very interesting eye opening thing about how people perceive, you know, random objects that they have a lot of weighted value in them.
还有一点我想对所有游戏设计师说,就是你游戏里的每个物品都自带一些与你和你的游戏无关的包袱。
And that's another thing I I would say to game designers in general, which is every object you include in your game comes with baggage that has nothing to do with you or your game.
你得清楚这些包袱是什么。
And you have to be aware of what that baggage is.
对吧?
You know?
而《万智牌》的核心学习点之一就是,卡牌类型本身就带着包袱。
And Magic the the core to learn Magic is that card types, for example, come with baggage.
要知道,《万智牌》已经二十年了,玩家们已经习惯了某些卡牌类型代表某些含义。
You know, that magic's twenty years old and that people have come to expect that certain card types mean certain things.
这并不意味着你不能打破这种预期,但你要明白,你的受众已经投入了这些预期。
And that doesn't mean you can't play against the expectation, but, you know, be aware your audience has invested it.
就像当你坐下来玩一个游戏时,我再说一次,玩家把信任交给游戏设计师,他们有自己的预期,你必须理解这些预期。
Like, when when you sit down and play a game, once again, I talk about, you know, you your player from trust into the game designer that they have expectations and that you have to understand their expectations.
这并不意味着你不能打破他们的预期,但打破预期是有代价的,你必须权衡这个代价。
That doesn't mean you can't break their expectations, but that comes at a cost and you have to value that cost.
对吧?
You know?
偶尔让玩家感到惊讶是可以的,或者让他们,你知道,我在万智牌中学到的一件事。
It's okay to shock the player some amount of the time or make them, you know like, one the things I learned in Magic.
这是一件非常有趣的事情,每年我们都可以做一些不同的事情。
This is a very interesting thing, is every year, we can do something different.
每年,我们都可以做一些万智牌以前没做过的事情。
Every year, we can do something that Magic hasn't done before.
但一旦我们选定了那个不同的东西,其他所有东西都需要保持不变。
But after we choose that thing that's different, everything else needs to be the same.
我在这里的例子是,我会谈谈我的情景喜剧背景。
And my example here is I'll talk to my my sitcom background.
在情景喜剧中,你有三样东西。
So in the sitcom, you have three things.
你有一组角色,一个地点,一个场所,还有一种节目风格,一种你讲述的故事类型。
You have a cast of characters, you have a location, and you a place, and you have a style of show, a a kind of story that you tell.
所以每周,人们都会来。
And so every week, people come.
同样的角色,在同样的地方,讲着同样的故事。
It's the same characters in the same location doing the same kind of story.
现在你可以挑战一下自己。
Now you can stretch yourself.
在任何一个星期,你都可以改变这三件事中的一件。
On any one week, you could change one of those three things.
你可以改变人物是谁。
You could change up who the people are.
你可以改变他们所在的地点。
You could change up where they are.
你可以改变你讲的故事类型。
You could change up the kind of story you tell.
但如果你想改变其中一个,就必须保持另外两个不变。
But if you're gonna change one of them, you gotta keep the other two the same.
你明白吗?
You know?
这在游戏和讲故事中都是如此,人们既渴望惊喜,也渴望舒适。
And and this is true in game as in storytelling, which is people crave comfort as much as surprise.
你不能只给他们惊喜。
You can't just surprise them.
你必须提供舒适。
You must have comfort.
这很有趣。
It's funny.
当我在我的传播理论播客中讲到这个时,舒适和惊喜就是其中的两个要素。
When I get to the my communication theory, the podcast, comfort and surprise are two of them.
所以人们需要舒适。
So people need their comfort.
惊喜很棒,但你必须用舒适来包围惊喜。
So surprise is awesome, but you gotta surprise you gotta surround the surprise with comfort.
在《万智牌》中,这意味着我们可以让你做一些你从未做过的事情,但其他一切都是你熟悉的已知量,这样就不会让你感到困惑。
In Magic, what that means is we can make you do something you've never done before, but everything else is a known quantity that you understand so that that isn't disorienting.
你懂吗?
You know?
我的意思是,在《万智牌》里,我们可以让每一年都完全让人摸不着头脑。
I mean, one of the things we could do on Magic is we could make every year completely disorienting.
我能改变很多东西,比如什么?
I can change so many things like what?
你懂吗?
You know?
我甚至能做到这一点。
I can even I I can even do this.
我可以选一年,把我做的每个改动都做成《万智牌》以前做过的,但把它们集中在一年里,你都会认不出这个游戏了。
I could take a year where every change I made is something Magic has done, but do them on one year and you wouldn't recognize the game.
你懂吗?
You know?
但那样并不好。
And that that's that's not good.
你知道吗?
You know?
关于万智牌,它之所以能长久以来表现这么好,原因不是——我是说,挺有意思的。
One of the things about Magic, the reason Magic's done as well as it has for as long as it has is not I mean, it's funny.
人们总是关注我们不断改变游戏体验这一点。
People always focus on the fact that we keep changing the experience.
这确实很重要,但我们也保持了连贯性,就是说,如果你玩过万智牌,离开一段时间再回来,它还是你熟悉的那个游戏。
And part of that is important, but we also have kept consistency that, you know, if you play Magic, go away and come back to it, it's still the game you know.
我的意思是,东西变了,但核心上,它还是你熟悉的那个游戏。
I mean, things have changed, but at at its core, it's still the game you know.
好了,今天我的随机话题就稍微偏离一下。
Anyway, leaving a little bit from randomness in my random talk today.
所以,我最后要说的就是,注意你使用的图标,如果你用随机性的图标,你得小心怎么用,还要意识到你的观众会觉得它带有特定含义。
So anyway, my last thing was talking about be aware of the icons you're using and that if you're using icons of randomness, you have to be careful how you use them and be aware that there's a perception from your audience that that it comes loaded.
对。
Yeah.
骰子是被动过手脚的。
The the dice are loaded.
那些图像以及它们对人们的意义是有分量的,你作为游戏开发者,必须考虑到这一点。
That the imagery and what it means to people has has meaning, and you, the game dev, have to take that into account.
好的。
Okay.
所以我觉得今天的内容,我还没看时间,但估计会稍微长一点。
So I I I think today is a I I I I've not looked at my clock, but I'm guessing this is slightly longer.
我差不多到上班的地方了。
I'm I'm almost at work.
我正开在最后一段路上。
I I'm I'm driving the final road.
所以我意识到我得在这里做个总结。
So I I realized I need to sum up here.
我觉得今天内容的精髓就是,随机性对游戏设计师来说是一个强大但危险的工具。
I I I think what the the essence of today's thing is is that randomness is a potent but dangerous tool for a game designer.
原因就是,它既能带来巨大的好处,也能造成巨大的坏处。
And the reason is it can do great good and it can do great bad.
随机性用对了,能创造乐趣,制造兴奋感,带来那种肾上腺素飙升的感觉。
That that randomness used properly creates the fun, creates the excitement, creates the the adrenaline rush.
你知道,它确实能真正考验玩家的技术。
You know, it it it it does allow actual skill testing to happen.
比如,用对了的话,随机性就是游戏里最棒的调味料之一。
Like, used correctly, randomness is one of the great spices of gaming.
但用错了,就会让人想吐出来,就像我那个盐的比喻。
But used wrong, it makes you spit it out, my my salt analogy.
用对了,它能提升风味。
Used correctly, it enhances the flavors.
用错了,嗯,我给你讲个故事吧。
Used incorrectly, you know, like I'll tell you a story here.
我小时候其实不太做饭。
So when I was a kid, I never cooked much.
所以有一天,我们在搞什么募捐活动之类的,我当时特别上心。
And so one day, we we were doing some fundraiser or something, and I I was really invested.
我想为募捐活动出一份力。
I wanted to contribute to the fundraiser.
所以我说我要做布朗尼。
So I said I was gonna make brownies.
然后我拿了我妈的食谱,全是铅笔手写的,我就照着做。
So I took my mom's recipe, which was all handwritten in pencil, and I was making it.
面糊都准备好了。
So I had the batter all ready.
正准备放进烤箱。
It was about to put in the oven.
我妹妹正好路过。
My sister walks by.
我妹妹叫伊丽丝,比我小。
My sister's name is Elise, younger than me.
然后我妹妹说,把你的手指放进面糊里。
And my sister said, put your finger in the batter.
她问我能不能尝一下面糊,我说可以。
She she she asked me if she could taste the batter and say, yeah.
她尝了一口,结果吐了出来。
Put it and she spit it out.
她说:“你这里面放了多少莎莎酱?”
And she's like, how much salsa did you put in that thing?
我说:“四分之一杯。”
And I said, a fourth of a cup.
她说:“什么?”
She's like, what?
我不知道。
I don't know.
看看食谱吧。
Look look at the recipe.
是四分之一杯。
It's a fourth of cup.
她说,不对。
She goes, no.
不对。
No.
不对。
No.
对,就是这样。
That's yeah.
其实是茶匙。
It was it was a tea.
我妈把茶匙弄错了。
My mom had curved the tea.
她说,那是茶匙。
She said, that's teaspoon.
那不是杯。
That's not cup.
我说,不对。
I go, no.
上面写的是杯。
It says cup.
她说,你不会往任何东西里加四分之一杯盐的。
She goes, you don't put a fourth a cup of salt in anything.
你知道吗?
You know?
我拿这个做比喻,就像布朗尼,不加盐可能没那么好吃,但加四分之一杯盐的布朗尼,难吃到极致。
And and and the I use this as my parallel, which is a brownie with no salt would probably not taste as good, but a brownie with a fourth of cup of salt tastes about as bad as brownies can taste.
随机性就像布朗尼里的盐,用对了量,真的能提升味道。
Randomness is the salt in the brownies, which is used correctly, using the right amount, it can really enhance.
你知道,盐能很好地提味。
You know, salt does a great job of bringing out the flavor.
随机性能够激发出游戏的很多精髓,让它真正大放异彩。
Randomness can bring out a lot of the the essence of a game and really make it shine.
你知道,游戏设计师不应该回避随机性。
You know, game designers should not shy away from randomness.
随机性里有很多乐趣。
There's a lot of fun in randomness.
但你必须小心使用它。
But you have to use it carefully.
你必须以正确的方式使用它,而我的老生常谈,就像我在文章里说的那样,随机性让游戏变得有趣,但随机性的出现往往会破坏游戏体验,尤其是对核心玩家来说。
You have to use it in the correct way and my my truism as I talked talked to my article which is randomness makes games fun, but the appearance of randomness tends to upset gameplay, especially more, you know, core game players.
所以,一个称职的游戏设计师,会正确使用随机性,把它放在合适的地方,并且不会过分强调它。
And so a game designer is doing its job, is using it, is using correctly, is putting in the right places, and is is not shedding too bright a light on it.
而且,它应该更隐蔽地发挥作用,而不是明目张胆地表现出来。
And that it's kinda more subtly doing what it's doing rather than blatantly doing what it's doing.
因为如果太明显,就会让玩家反感。
Because it gets too blatant, it turns the audience off.
所以游戏设计师的工作就是想办法巧妙地把随机性融入游戏,发挥它的所有好处,也就是它的那种咸香美味。
And so the job of a game designer is to find ways to subtly get the, you know, subtly get the the the renders into the game for all its enhancements, for its, you know, its salty goodness.
但又不能让它太引人注目。
But not in such a way that draws too much attention to itself.
你懂吧?
You know?
如果你能在面糊里尝出盐味,那可不是个好兆头。
The second you can taste salt in the batter, that's that's not a good sign.
对吧?
You know?
所以今天我要说的核心观点,就像我停车时想到的,就是:不要害怕随机性。
And so it really really my my take home for today as I park in in my parking space is randomness is not to be feared.
游戏设计师们,别怕随机性。
Game designers, do not fear randomness.
随机性是你的朋友,但你需要小心看管的朋友。
Randomness is your friend, but it is a friend you have to watch carefully.
今天聊聊这些比喻。
On the metaphors today.
随机性是一个非常重要的工具,但必须正确使用。
Randomness is a very important tool, but it's a tool that has to be used properly.
我希望今天能强调,如果使用得当,它确实能帮助游戏,带来特别的效果。
And I'm hoping today to stress that that when used properly, it really is something special that helps games.
但如果用错了,它造成的伤害可能和带来的好处一样大。
But that used incorrectly, it can be just as damaging as it can be helpful.
总之,我现在到公司了,今天播客特别长,因为我随机选的上班路线多花了十分钟。
Anyway, I'm now at work, and I had an extra long podcast today because my random way to work was ten minutes longer.
算是给大家的一点小福利。
So a little bonus for all of you.
总之,非常感谢大家收听播客,是时候去创造奇迹了。
Anyway, thank you very much for listening to the podcast, and it's time to go make the magic.
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