人人rpg请爱我的电脑游戏是啥游戏,请个位解答!!

《权力的游戏》里的郭襄,人人都爱的艾莉亚
(本文为《美人智》原创文章,搜索公众号ID:meirenzhi100,关注我们。)
如果说《权力的游戏》中有个人见人爱、花见花开的角色,那便是艾莉亚·史塔克无疑。
打个比方,艾莉亚之于《权力的游戏》,就像郭襄之于射雕三部曲——明明出身名门贵族,却一点儿也不像个大小姐。艾莉亚在九岁时,就已经长成了一位叛逆自强、精力充沛的野蛮女孩,捣蛋、机灵、勇敢、冲动、天不怕地不怕,敢放狗咬乔弗里……一出场就招人喜欢,古灵精怪各种萌!
图:小狼女艾莉亚第一次出场就萌翻全场
《权力的游戏》一向是以迅雷不及掩耳之势“发便当”著称的。可艾莉亚例外。艾莉亚是唯一一个在六卷中,每一季都有自己POV章节的人物。马丁老爷子(作者)对其偏爱可见一斑。
什么叫发便当?
“便当”多被认为是影视作品的原作者或编剧,故意安排某角色死亡早早退场。导演不用他时就发一个便当给他把他打发了。
什么叫POV?
POV即Point-of-View的缩写,是一种故事叙事的写作手法,从当事人视角来讲述故事。&&
图:我有后台!艾莉亚演员和作者马丁合影
每次艾莉亚一出现,血雨腥风干百丈冰、愁云惨淡万里凝的剧情,都会转为轻松明快的节奏,有如春风拂面,雨过天晴。
似乎艾莉亚是剧中唯一一个运气总不差的角色,加上她自身的反叛、聪慧、灵性、爱恨分明、有情有义,虽一直身处险境,却总能化险为夷。
甚至,艾莉亚很可能是一个可以活到最后的角色。
艾莉亚是乔治马丁的老婆大人最爱的角色,没有之一。如果把艾莉亚写死了,马丁老爷子不止是要跪键盘那么简单!据说作者马丁的老婆很喜欢艾莉亚,扬言马丁要敢把艾莉亚写死就立马和他离婚。(所以请剧中其他所有角色各自保重吧,作者老婆才是你们世界里的真神啊)
不过,依着马丁这个闹心老头“不作死就不会死”的个性,艾莉亚不死的预言也不见得真的就板上钉钉了。因为据说后来《权利的游戏》的制作人在马丁面前提及此事时,马丁“顽皮地”一笑,说:啊,我也就是那么和她一说。(He impishly said, "Oh, I just told her that."
图:再次祭出此图,但愿艾莉亚不会被提前领便当
为什么人人都爱艾莉亚?
人人都爱艾莉亚,就像没人不喜欢郭襄。
与其他贵族小姐怀春的少女情怀不同,艾莉亚的初心是成为一名伟大的美少女战士,代表月亮消灭你。这样反潮流的姑娘,比起她那一心一意只想当淑女嫁王子的姐姐珊莎,甚至比当季最红的女一号龙母,都要个性鲜活得多。故此给很多人留下好印象。甚至好多网友不脸红地声称:艾莉亚每次出场我都想跪下来舔屏幕。(扶我~)
我也喜欢艾莉亚。从一开始就喜欢。不端庄,不矫情,不傲娇,不悲情,但也和小东邪郭襄一样,浑身上下怎一个“邪”字了得,典型的熊孩子性格,活脱一个假小子!继承了父亲的褐发灰眼,不爱王子帅哥,就爱舞刀弄剑,连给自己的冰原狼起名都用的传说中战士的名字,娜梅莉亚。
艾莉亚因为小长脸经常被误认成男孩,外号“马脸艾莉亚”。不过后来黑白之院的慈祥之人说她有一张漂亮的脸(剧透一下,艾莉亚也终于学会色诱了,看来女大十八变)。其实艾莉亚的爹妈也都曾夸过她的好看不输三傻(不过想想,父母都觉得自己的娃好看,看看朋友圈晒娃的就知道了哈)。总之,艾莉亚就是那么真实的存在。
艾莉亚是《权力的游戏》中难得的有杀气却也大气,有野心也有格局,有童心却不幼稚,有悲伤却不伤情的可爱女生,说起艾莉亚,就不得不说说她姐姐珊莎。
珊莎,人称“三傻”,人如其名,在前几季里无心机得令人深恶痛绝,蠢得像极了神雕里郭襄的姐姐郭芙。
公认的,郭芙绝对是神雕中最惹人嫌的角色之一,对吧?几乎把郭靖黄蓉的缺点给凑齐了,恶心指数远超金轮法王、赵志敬、霍都之徒。虽然前期的珊莎和郭芙都并非大奸大恶之徒,却能做到这样令人生厌的境界,观众们也是醉了。
图:一心想选妃嫁人的淑女姐姐,珊莎
可艾莉亚和郭襄不一样,她们从小就不想做淑女,她们想做杀手侠士,胸中对江湖充满幻想。所以,在经历太多无能为力、家破人亡的变故后,当她们见识了大叔们(贾坤和杨过)所拥有的纯粹的力量,无论得到这种力量需要付出什么代价,艾莉亚和郭襄只知道,那种任人宰割的无力感她们是再也不想体验了,她们不要再做没用的郭家二小姐、狼家二丫、灰乳鸽、阿莉,她们要做幽灵。
艾莉亚和郭襄身上的特质有哪些异同?
【1】同是出身名门贵族,却不矫情
和郭襄是郭家二丫一样,艾莉亚是史塔克家的二丫(奈德和凯特的次女)。她有三个兄弟罗柏、布兰和瑞肯,一个姐姐珊莎,还有一个同父异母的哥哥琼恩·雪诺。
不同于姐姐一生下来就被规划好选妃当王后的路径,艾莉亚从出生起算是相对自由的。对于这个最像自己的孩子,父亲奈德对她疼爱纵容(参考郭靖夫妇对小女郭襄的家教)。因此,艾莉亚天性里养成了贵族家庭里难得的侠义和自强,这也为她日后流离失所提供了生存保障。
和郭襄不待见大姐郭芙一样一样,艾莉亚打小就暗暗鄙弃姐姐珊莎的娇小姐气,偏喜欢缠着父亲的私生子琼恩·雪诺,即便母亲冷眼相对。她和下人厮混嬉戏,即便姐姐对她公然白眼。她为了朋友顶撞乔佛里,她自作主张放走娜梅莉亚(她的冰原狼),顶着被父亲责骂、被瑟曦母子降罪的危险。艾莉亚永远活得真实,对别人如此,对自己如此。
难以置信,年仅九岁的艾莉亚在接连遭遇噩梦般的惨案后没有逃避退缩,令人佩服。而在艰苦的逃亡中,艾莉亚也没有表现一点大小姐的娇气,机灵狡猾,初心不改,勇敢无畏,天生就是一匹野狼。有人说她的性格继承了姑妈莱安娜·史塔克,是个刚烈、倔强的女子。
【2】艾莉亚和郭襄都从不靠以色侍人:
《权力的游戏》里的女性有几种生存模式,比如:&
A、珊莎:扮猪吃老虎。
B、瑟曦、小玫瑰:善用两腿之间的“武器”。
C、龙妈丹尼莉丝:肉体+运气。&截至目前,只有艾莉亚是从来不用靠以色侍人的。童颜无畏,内心强大,这一点也和郭襄很像,顶多卖个萌,就能萌死一大票人(包括无恶不赦的金轮法王)。这样的性格放在男孩子身上很正常,可放在二丫艾莉亚和郭襄身上,简直令其无可匹敌。&此外,艾莉亚那个时候也和郭襄那年代一样,木有电话、木有网络、木有微信、微博、QQ和Twitter。想追寻一个人的消息,就只能靠徒步、骑马、翻山越岭,在不知道名字的酒馆里,烤着火炉喝着烈酒,听人家说江湖传言。
【3】不同的是,艾莉亚知道自己要什么
但小艾丽娅与郭襄一见杨过便不可自持不同,她渴望力量,心中有仇恨,但她并不急躁,一步步地走着,且从未耽于爱情。
在泰温身边当侍从的时候她忍!在小指头来访泰温的时候她忍!在被黑白之院拒绝的时候她忍!艾莉亚的坚韧和智慧贯穿了整个过程。这样的角色,当然有资格走得更远!当然,也幸好她有贾昆这个挂。剧透一下,原著中艾莉亚瞎而复明,成为一个女刺客,手刃了仇人,也开始接单杀人了。(赚钱?)
在逃亡路上,小艾丽娅目睹了太多杀戮,听闻太多噩耗,根本不知道明天和死亡哪一个来得更快。在这样动荡的处境里,活下去成了第一重任。渐渐地,虽然她不明白权力的游戏,但是她看到了权力的残忍。明白只有自己才能救自己,于是,她拿起缝衣针(剑名),第一次杀人。身负国难家仇的艾莉亚每晚要靠默念仇人名单(包括猎狗)才能入眠,不幸的是这份名单越变越长。
猎狗奄奄一息求艾莉亚一剑痛快赐死时,她是拒绝的。看惯了狗血脑残剧的观众本以为她此刻会怜悯流泪,然而并没有,她是狠心的。打破所有看官心慈手软的幻想,艾莉亚坦然地夺走了垂死的猎狗的财产,登船寻找自己的新出路去了。
出身贵族的艾莉亚是很少哭的,印象最深的一次流泪,是当她要成为No one,必须扔掉她的缝衣针时。小狼女艾莉亚非常清楚自己要什么。所以尽管无面者要求她抛弃艾莉亚·史塔克这个身份,她还是偷偷把缝衣针藏了起来。
图:无面者要求艾莉亚抛弃史塔克家的身份
仇恨已经扎根在她心中,这是艾莉亚至死不能抛弃的部分。“千面之神或许可以抹去我的身份,但永远无法抹去我的记忆。”艾莉亚明白:自己永远是临冬城的人,永远是史塔克家的孩子。
【4】艾莉亚耽于暴力之美,郭襄却耽于爱情
艾莉亚的三位老师,一位是伟大剑客,教她剑术(水之舞);一位是凶残猎狗,教她生存;一位是无面者贾昆,教她无情。
就像神雕侠杨过送给郭襄三根金针,满足郭襄三个愿望一样,无面者贾昆也给过艾莉亚一个任杀三个人的许诺。同样是三个愿望,郭襄用它来兑换少女情愫,从此情根深种,苦恼一生,艾莉亚却没有。
图:大叔杀手贾昆轻松“俘获”萝莉艾莉亚
如果说杨过满足了郭襄对于完美情人的一切幻想,那么恐怕贾昆则是满足了艾莉亚对于隐形杀手的一切幻想。这世界上怕没有一个少女不被那样坚忍淡然的大男儿气概所吸引。那种深不可测的命运磨砺而成的性格,任你王子、公爵,都断然敌不过他那份冷逸。冷峻的冷,飘逸的逸。
随着贾昆一次次实现帮她杀人的诺言,艾莉亚感到自己不再是“灰乳鸽”“阿莉”等可有可无的存在,每个惹到她的人都得不明就里地死去,自己仿佛就是赫伦堡传说中的幽灵。艾莉亚突然满心欢喜,无所畏惧,那是她第一次深刻感受到暴力之美。从此,她开始沉溺于这种隐秘的、暴力的快感中。
话说贾昆那种真正冷酷无情、心无杂念的家伙,其实想来是非常可怕的。后来的艾莉亚身上也慢慢呈现出这种心狠手辣、演技爆表的无情——某种与她萝莉年龄不兼容的魅力。比如在酒馆里,她将缝衣针(剑名)缓缓推入敌人喉咙,眼睁睁看着对方求饶到死;再比如,在断崖下,她一言不发地凝视着猎狗求死而不能,任其自生自灭。虽然这是一种存疑的特质,但不可否认,这的确是她身上最吸引人的一点。
艾莉亚未来的命运会如何?
按说每一只冰原狼都影射着主人的命运。
图:艾莉亚和她的冰原狼娜梅莉亚
比如艾莉亚把娜梅莉亚(艾莉亚的狼)放走象征着她以后颠沛流离的生活状态。比如,母狼死于鹿角,影射了奈德因拜拉席恩王位争夺而死。淑女(珊莎的狼)作为替罪羊而死,影射了珊莎作为家族败后的人质,接受最艰辛的磨难。白灵(琼恩的狼)的生而不同影射了琼恩·雪诺的私生子命运,同时白灵的行踪也比其他兄妹更隐秘。
那么,试想,娜梅莉亚被放逐后终有一日成为狼群首领的事实,会不会暗示着艾莉亚将会领导一股新势力崛起呢?(比如无面者军团之类)就像神雕里的小郭襄,沉浮四十载,最终大彻大悟,开创峨嵋一派,遂成大家。
对了,其实关于艾莉亚还有一个最细思极恐的情节,想想都会不寒而栗——琼恩给艾莉亚缝衣针的时候曾对她说:不要用它去刺你的姐姐。
所以???
福利:艾莉亚演员近照。都长成大姑娘了!
文章/美人智
插图/互联网
(本文为《美人智》原创文章。)
欢迎微信公众号转载,但请务必遵照“美人智”微信公众号(ID:meirenzhi100)首页的【版权声明】,加粗标明出处、ID及二维码。原创不易,侵权必究!!!
欢迎通过搜狐新闻客户端订阅,或搜索美人智的微信公众号ID:meirenzhi100,加关注!
责任编辑:
声明:该文观点仅代表作者本人,搜狐号系信息发布平台,搜狐仅提供信息存储空间服务。
今日搜狐热点人为什么喜欢玩游戏、刷人人什么的,却不喜欢高数?是什么决定了我们喜欢做什么? - 知乎196被浏览<strong class="NumberBoard-itemValue" title="2分享邀请回答kotaku.com/5384643/i-kept-playing--the-costs-of-my-gaming-addiction 此网页不属于本网站,不保证其安全性 取消] As the article from the Microsoft guy proves, developers knowthey're using these objects as pellets in a Skinner box. At that pointit's all about... 从那篇微软员工写的文章上来看,游戏开发者知道他们设计物品来对待玩家就好比在skinner实验箱给小白鼠奖励一样。这是为了……#3. Making You Press the Lever#3. 让你主动按按钮 So picture the rat in his box. Or, since I'm one of these gamersand don't like to think of myself as a rat, picture an adorablehamster. Maybe he can talk, and is voiced by Chris Rock. 想象一个关在笼子里的一个小白鼠,噢,既然我自己也老玩游戏,当然不愿意承认自己是小白鼠。那就想象是精灵鼠小弟行了吧 Ifyou want to make him press the lever as fast as possible, how would youdo it? Not by giving him a pellet with every press--he'll soon relax,knowing the pellets are there when he needs them. No, the best way isto set up the machine so that it drops the pellets at random intervalsof lever pressing. He'll soon start pumping that thing as fast as hecan. Experiments prove it. 如果你想让它不停的按按钮,你会怎么做呢?如果你不在它按按钮的时候奖励它食物,它显然就不会再去按了。最牛逼的办法就是设定个程序根据按按钮的次数按照不定的几率的掉落食物,那么它马上就会不停的按按钮。实验证明了这点。 [
See? Proof. 看到了么?证明 They call these "Variable Ratio Rewards" in Skinner land and thisis the reason many enemies "drop" valuable items totally at random inWoW. This is addictive in exactly the same way a slot machine isaddictive. You can't quit now because the very next one could be awinner. Or the next. Or the next. 这叫“变动的暴率”,这就是为什么在魔兽世界里,怪物掉的东西都是随机的。。这就跟老虎机勾住人是一个意思。"也许再玩一次就大奖呢? 也许下一个怪就掉我的装备了呢?" The Chinese MMO ZT Online has the most devious implementation ofthis I've ever seen. The game is full of these treasure chests that mayor may not contain a random item and to open them, you need a key. Howdo you get the keys? Why, you buy them with real-world money, ofcourse. Like coins in a slot machine. 在中国,网络游戏《征途》用的方法可谓是世界上最狡猾的。这个游戏满世界都是各种各样随机开出宝物的箱子。你想打开这些箱子,你就得用KEY。怎么获得这些KEY呢?当然花RMB买了,跟老虎机的游戏币一个意思。 [
And that's hardly the most ridiculous aspect of the game. 当然那显然不是这样游戏最离谱的地方。 Now, in addition to the gambling element, you have thousands ofplayers in competition with each other, to see who can be the mostobsessive about opening the chests. One woman tells of how she spenther entire evening opening chests--over a thousand--to try to win thedaily prize.She didn't. There was always someone else more obsessed. 除了赌博元素外,你跟其他成千上万的玩家还有个排名,互相攀比看看谁开的箱子最多。有个妹子就说她曾经花整个晚上在开箱子--开了1000多个箱子就为了得当日日常奖励。她最后也没有得到,因为总有人比她开的多. So What's The Problem?Are you picturing her sitting there, watching her little characterin front of the chest, clicking dialogue boxes over and over, watchingthe same animation over and over, for hour after hour? 问题在哪?你是不是能到想象那个妹子坐在电脑前,看着她的人物在箱子前,不断开箱子,点对话,看同一个动画效果无数次? [
If you didn't know any better, you'd think she had a cripplingmental illness. How could she possibly get from her rational self tothat Rain Man-esque compulsion? 如果不懂她在做什么的话,你会以为她有严重的心理疾病 :“她怎么会从一个好姑娘变成了一个“雨人”一样的自闭症患者?” BF Skinner knew. He called that training process "shaping." Littlerewards, step by step, like links in a chain. In WoW you decide youwant the super cool Tier 10 armor. You need five separate pieces. Toget the full set, you need more than 400 Frost Emblems, which areearned a couple at a time, from certain enemies. Then you need toupgrade each piece of armor with Marks of Sanctification. Then againwith Heroic Marks of Sanctification. To get all that you must re-runrepetitive missions and sit, clicking your mouse, for days and days anddays. Boobies be damned. BF Skinner管这种过程叫“塑形”。用小奖励,一步一步,一环扣一环地把你控制住。在魔兽世界里,你想要来套T10,首先它有五件,然后你还要至少400个冰霜徽章。这些冰霜徽章也要花时间在特定的怪物上得到.然后你还需要用"印记"换更好的T10。所以你又得回去原来的地方继续刷怪,日日夜夜,不停的点着鼠标。大波妹被击倒。 Once it gets to that point, can you even call that activity a"game" anymore? It's more like scratching a rash. And it gets worse... 一旦你明白了,你还管这些叫"游戏"吗? 这更像是挠蚊子包,越挠越痒.并且还变的更恶劣了....#2. Keeping You Pressing It... Forever#2. 让你一直点击鼠标,直到永远. Now, the big difference between our Skinner box hamster and a realhuman is that we humans can get our pellets elsewhere. If a game reallywas just nothing but clicking a box for random rewards, we'd eventuallydrop it to play some other game. Humans need a long-term goal to keepus going, and the world of addictive gaming has got this down to ascience. Techniques include.... 小白鼠和人的最大区别在于我们人可以选择别的游戏.如果一个游戏真的只是开箱子随机得物品的话,我们最终就会玩别的去了.人类需要一个长远的目标来坚持继续向前.让人沉迷的游戏用以下科学方法拴住玩家 Easing Them InFirst, set up the "pellets" so that they come fast at first, andthen slower and slower as time goes on. This is why they make it veryeasy to earn rewards (or level up) in the beginning of an MMO, but thenthe time and effort between levels increases exponentially. Once thegamer has experienced the rush of leveling up early, the delayedgratification actually increases the pleasure of the later levels. Thatvideo game behavior expert at Microsoft found that gamers play more andmore frantically as they approach a new level. 由浅入深的吸引玩家.首先,设计好"食物"让玩家很快聚集过来,然后随时间减慢"食物"的供应速度.这就是为什么MMO一开始都是升级容易,然后需要的付出和时间与等级就按比例的增加了.一旦玩家感觉到升级迅速的快感后,之后减缓的升级速度实际上增加了升级的快感.微软的游戏行为学研究人员发现玩家升的级越高,他们玩的就越狂热. Eliminating Stopping Points:The easiest way is to just put save points far apart, orengage the player in long missions (like WoW raids) that, once started,are difficult to get out of without losing progress.But thatcan be frustrating for gamers, so you can take the opposite approach ofa game like New Super Mario Bros. Wii, where you make the levels reallyshort so it's like eating potato chips. They're so small on their ownthat it doesn't take much convincing to get the player to grab anotherone, and soon they've eaten the whole bag. 减少玩家的休息最简单的方法就是把存档点设置的特别特别远,或者鼓励玩家做一个长线任务(比如WOW的25人本)一旦开始了,就很难主动停止,否则就前功尽弃.不过肯定有玩家不吃这一套.所以这里有个从另外一个角度做的游戏:WII上的超级马里奥兄弟,游戏中关卡比较的短,给人的感觉就像吃一包薯片一样.吃了一片儿,意犹未尽,又吃一片儿,直到整袋吃完. [
Somewhere in that bag is an angry dinosaur and a kidnapped princess. 这包薯片中藏着库巴和被绑的公主. By the way, this is the same reason a person who wouldn't normallyread a 3,000-word article on the Internet will happily read it if it'ssplit up into list form. Are you ignoring boobies to read this? I'vedone my job! 顺便说一下这也是为什么一个人不会看一篇一整段3000字的文章,却会读那些分成细小段落的文章的原因. Play It Or Lose It:Thisis the real dick move. Why reward the hamster for pressing the lever?Why not simply set it up so that when he fails to press it, we punishhim?Behaviorists call this "avoidance." They set the cage up sothat it gives the animal an electric shock every 30 seconds unless ithits the lever. It learns very very fast to stay on the lever, all thetime, hitting it over and over. Forever. 不玩你就输了这是一个比较操蛋的阴招.为什么因为小白鼠按键就奖励它?为什么不是设计成如果他不按,就惩罚他?行为学家叫这个"躲避"。他们设计这样的笼子让每隔30秒就给动物一个电击,除非它按那个按钮。动物也学的非常非常快,永远在按钮旁边,不停的按着按钮,一次又一次。 [
"Get back to Excitebike!" “回去继续《越野摩托》!” Why is your mom obsessively harvesting her crops in Farmville?Because they wither and rot if she doesn't. In Ultima Online, yourhouse or castle would start to decay if you didn't return to itregularly. In Animal Crossing, the town grows over with weeds and yourvirtual house becomes infested with cockroaches if you don't log inoften enough. It's the crown jewel of game programmingdouchebaggery--keep the player clicking and clicking and clicking justto avoid losing the stuff they worked so hard to get. 为什么到时间了就要疯了似的收割农作物,因为它会枯萎会腐烂。在《UO》你的房子或者城堡会变旧。在《动物之森》中,在镇子会长满野草,假如不经常登陆的话你的房子会爬进蟑螂。这是操蛋游戏设计史的里程牌设计让玩家不停的玩玩玩而只为了避免失去他们曾非常努力得到的东西。 All Of the Above:Each of those techniques has a downsideand to get the ultimate addictive game, you combine as many aspossible, along with the "random drop" gambling element mentionedbefore (count how many of these techniques are in WoW). They get thehamster running back and forth from one lever to another to another. 上述每一个方法都有不足。为了让人沉迷于这个游戏。他们就把这些方法全部结合起来,加上“固定暴率,随机掉落”(算算有多少在魔兽世界里)做成一个游戏。让小白鼠们,一会跑去按这个按钮,一会跑去按那个按钮。 So What's The Problem?We asked earlier if the itemcollection via obsessive clicking could be called a "game." So thatraises the question: What is a game?Well, we humans play gamesbecause there is a basic satisfaction in mastering a skill, even ifit's a pointless one in terms of our overall life goals. It helps usdevelop our brains (especially as children) and to test ourselveswithout serious consequences if we fail. This is why our brains rewardus with the sensation we call "fun" when we do it. Hell, even dolphinsdo it: 问题在哪?之前我们提出这个问题:强迫性的点击&&&&收集物品 能不能称为一个游戏 那么这引出一个大问题 什么是游戏?嗯,我们玩游戏是因为我们满足于掌控游戏世界,尽管对我们现实世界没有任何意义。它也能帮助开发我们的大脑(尤其是孩子们),还可以看看自己的能力而且即使失败了也没什么后果。这就是为什么我们的大脑在我们玩游戏时奖励我们一种我们称做“快乐”的感觉。其实海豚也这样:[] This is why I haven't included games like Guitar Hero inthis article. They're addictive, sure, but in a way everybodyunderstands. It's perfectly natural to enjoy getting good at something.Likewise, competitive games like Modern Warfare 2 are just sports for people who lack athleticism. There' everybody likes to win. 所以我没有谈及像吉他英雄这样的游戏。它们也故意让人上瘾,不过用的路子是大家都明白知道的。我们很自然会想要玩的越来越好。同样地,像使命召唤6这样的游戏只是面向那些缺乏运动细胞的人的一种体育运动,它遵循一个最简单的规则,人人都想赢。 But these "hit the lever until you pass out from starvation"gaming elements stray into a different area completely. As others havepointed out, the point is to keep you playing long after you'vemastered the skills, long after you've wrung the last real novelexperience from it. You can't come up with a definition of "fun" thatencompasses the activity of clicking a picture of a treasure chest withyour mouse a thousand times. 但那些让你一直”按按钮,直到饿死“的游戏迷失偏离到了另外一种境界。就像其他人指出来的一样,这种游戏的意思就是在你操作NB,完全掌控这个游戏后,还得玩下去。即使体验最后一丁点新鲜事物后还要玩下去。显然点击鼠标获得一张宝物的图片不能用”好玩“来定义把? This is why some writers blasted Blizzard when WoW introduced anew "achievement" system a couple of years ago. These are rewards tiedto performing random pointless tasks, over and over again (such as,fishing until you catch a thousand fish). No new content, no element ofpractice, or discovery, or mastery was included. Just a virtualtreadmill. 这就是为什么一些作家炮轰几年前暴雪”发明“的成就系统。那些成就捆绑着一些毫无意义的任务(比如钓上1000条鱼)。这不是新剧情,不是新游戏元素的实践,或者新的游戏手法。只是一个网络上的脚踏车。 [
如同小白鼠的。。。 Of course, game developers (and various commenters, I'm sure)would correctly point out that nobody is making the players do it. Whywould humans voluntarily put themselves in laboratory hamster mode?Well, it's all about... 当然,游戏设计师和各种下面回帖的一定准确的指出:没人逼你这么做。为什么人类会自愿的把自己当成小白鼠呢?这是因为…………#1. Getting You To Call the Skinner Box Home#1. 让你把Skinner箱当作自己的家 [
Do you like your job?Considering half of you are readingthis at work, I'm going to guess no. And that brings us to the onething that makes gaming addiction--and addiction in general--soincredibly hard to beat. 你喜欢自己的工作么?考虑到有那么一部分人读这篇文章的时候是在上班的时候,那我猜答案是否定的。 As shocking as this sounds, a whole lot of the "guy who failed allof his classes because he was playing WoW all the time" horror storiesare really just about a dude who simply didn't like his classes verymuch. This was never some dystopian mind control scheme by Blizzard.The games just filled a void. 尽管听起来还是比较震惊的,什么“某人所有课都挂了,就因为一直玩魔兽世界”,其实只是因为,他不喜欢上那些课而已。这跟什么暴雪是黑社会控制着玩家没什么关系,游戏仅仅只是填补了他们的空缺。 Why do so many of us have that void? Because according toeverything expert Malcolm Gladwell, to be satisfied with your job youneed three things, and I bet most of you don't even have two of them:Autonomy (that is, you have some say in what you do day to day);Complexity (so it's not mind-numbing repetition);Connection Between Effort and Reward (i.e. you actually see the awesome results of your hard work). 为什么我们中有太多人有这个空缺呢?通过Malcolm Gladwell,我们知道任何人满意他的工作需要三件东西,我打赌你们中的大部分人连两件都没有自主权复杂性努力后的回报 [
Notice that pants are not necessary for job satisfaction.
Most people, particularly in the young gamer demographics, don'thave this in their jobs or in any aspect of their everyday lives. Butthe most addictive video games are specifically geared to give us allthree... or at least the illusion of all three. 多数人,特别是年轻的玩家,在工作中得不到这些,甚至是在任何事情中都没有。不过那些最让人上瘾的游戏可是特别地把这三个东西给我们了,或者至少,三个美好的幻象。 Autonomy:You pick your quests, or which Farmville crops to plant. Hell, you even pick your own body, species and talents. 自主权游戏里你可以选择哪些任务做哪些不做,或者开心农场里种自己想种的物种。甚至你可以选择自己的身材,种族,天赋。 Complexity:Players will do monotonous grindingspecifically because it doesn't feel like grinding. Remember thecomplicated Tier Armor/Frost Emblem dance that kept our gamer clickingearlier. 复杂性奇怪的是玩家会去做一些单调的打装备的工作。为什么?因为他们没感觉这是在打装备。比如搞T10的时候要做的那系列复杂的工作,这让玩家心甘情愿去刷。 Connection Between Effort and Reward:This is the big one. When you level up in WoW a goddamned plume of golden light shoots out of your body. 努力后的回报这是最重要的,一旦你在魔兽世界升了一级,这时候我操屏幕上就出现一巨大耀眼闪亮光的金光闪瞎你的狗眼。 [
Thisis what most of us don't get in everyday life--quick, tangible rewards.It's less about instant gratification and more about a freaking senseof accomplishment. How much harder would we work at the office if wegot this, and could measure our progress toward it? And if the lightshot from our crotch? 这些是我们在现实生活中不能直接切实的看到生活给我们的回报。生活给予我们的不是那种即刻的满足,更像是一种长久的成就感。我们要怎样玩命努力工作才能得到这些东西,或者在过程中有东西能衡量我们跟未来的距离吗?我们是要生活给予我们的呢,还是要屏幕上显示出来升级的光芒呢。 Thebeauty of it is it lets games use the tedium to their advantage. As wediscussed elsewhere, there's a "work to earn the right to play" aspectof World of Warcraft, where you grind or "farm" for gold for the rightto do the cool stuff later. The tedious nature of the farming actuallyadds to the sense of accomplishment later. And it also helps squash anysense of guilt you might have had about neglecting school, work orhousehold chores to play the game. After all, you did your chores--the12 hours you spent farming for gold last Tuesday was less fun thanmowing the fucking lawn. Now it's time for fun. 最绝的就是他们让玩家用游戏单调的地方换取游戏有意思的地方。比如那种先得做一系列任务,才能进团队副本的,或者“我就打个点卡钱”。实际上这种无聊的刷怪行为,确实可以增加之后的成就感,并且也帮你把对不学习或不工作的罪恶感挤走。毕竟你花费时间做了点什么。“昨天我花一天的时间打钱,真无聊,还不如归置归置屋子呢。今天我总可以参加G团了吧” So What's The Problem?Video gamedesigner Erin Hoffman said it perfectly: "Addiction is not about whatyou DO, but what you DON'T DO because of the replacement of theaddictive behavior." She was talking about how the attraction of asimple flash game like Bejeweled depends entirely on how badly you wantto avoid doing the work you have open in the other window. 问题在哪?游戏设计师 Erin Hoffman说的很好:“沉迷游戏不是说你愿意做啥,而是你不愿意做什么,你用玩游戏逃避了你不愿意做的事。” 她说一个简单的FLASH游戏 Bejeweled 都可以让人沉迷进去,这是因为你不想工作,你想干别的。 [
The terrible truth is that a whole lot of us begged for aSkinner Box we could crawl into, because the real world's system ofrewards is so much more slow and cruel than we expected it to be. Inthat, gaming is no different from other forms of mental escape, fromsports fandom to moonshine 事实就是我们很多人都乞求钻进Skinner箱,
乞求成为小白鼠,
乞求别人的奖励。因为现实生活给我们的回报真的是太长久了,又太辛苦了。所以,游戏跟看体育,看电影,或者看星星一样就是逃避生活的工具而已。 [
] 海洛因说:我估计注射器里放的是1毫升魔兽世界 The danger lies in the fact that these games have become soincredibly efficient at delivering the sense of accomplishment thatpeople used to get from their education or career. We're not sayinggaming will ruin the world, or that gaming addiction will be a scourgeon youth the way crack ruined the inner cities in the 90s. But we maywind up with a generation of dudes working at Starbucks when they hadthe brains and talent for so much more. They're dissatisfied with theirlives because they wasted their 20s playing video games, and willescape their dissatisfaction by playing more video games. Rinse, repeat. 危险在于现在游戏设计特别高效向你灌输成就感,比学业或者事业中要大的太多了。我们不是说游戏会毁了这个世界,或者沉迷游戏在年轻人中是一种瘟疫。不过我们以后可能会有一整代的人,在麦当劳在肯德基工作,即便他们有很好的天赋。他们不满意自己的生活因为他们浪费20年的光阴在玩游戏上,然后又逃避现实,逃避自己的“不满意”,去花更多的时间玩游戏。如此往复. And let' if you think WoW is addictive, wait untilyou see the games they're making 10 years from now. They're onlygetting better at what they do. 不过有个事实就是,如果你认为魔兽世界是毒品,那么你会看到,十年以后新游戏上的那些把戏,只会比现在更加诱人。31039 条评论分享收藏感谢收起81 条评论分享收藏感谢收起}

我要回帖

更多关于 人人干瞪眼邀请码 的文章

更多推荐

版权声明:文章内容来源于网络,版权归原作者所有,如有侵权请点击这里与我们联系,我们将及时删除。

点击添加站长微信