使任务具有可玩性:选择、crpg和圣杯框架

Anne Sullivan, Michael Mateas, Noah Wardrip-Fruin
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引用次数: 14

摘要

在桌面角色扮演游戏中,任务是可以通过多种方式实现的目标,为游戏的持续剧情提供结构,并为角色扮演提供机会。另一方面,在电脑角色扮演游戏中,任务通常是由任务或里程碑组成的,只有在战斗中才会出现可变性,或者是与一个或另一个派系/道德相关的完成之间的二元选择。考虑到这一点,电脑角色扮演游戏的任务很少是可玩的——而是作为一种可以玩的游戏系统的激励包装而存在。虽然这类游戏可能很吸引人,但它们并没有辜负角色扮演游戏的名字或潜力。然而,要让电脑游戏发挥这一潜力,就需要新一代的工具:那些能够具体化适合可玩性、目标导向任务的假设,而不是任务清单任务。Grail框架是一个多元素研究项目,旨在展示此类工具集的第一个工作示例。本文简要介绍了它的一个创作元素(QuestBrowser头脑风暴工具)和一个运行元素(Grailgm游戏管理器)。虽然新工具不能保证玩家获得新的体验,但它们可以为设计师和作者开辟新的潜在空间,创造条件,使电脑角色扮演游戏小说既具有权威性,又具有深度的角色扮演体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Making Quests Playable: Choices, CRPGs, and the Grail Framework
In table-top role-playing games, quests are goals that can be pursued in a variety of ways, providing structure to the game’s ongoing fiction and providing opportunities for role-play. In computer role-playing games, on the other hand, quests are generally structured as lists of tasks or milestones, with variability present only in combat or as a binary choice between completions associated with one or another faction/morality. Given this, the computer role-playing game quest is rarely playable – instead existing as a motivation-supplying wrapper around game systems that can be played. While such games can be compelling, they do not manage to live up to the name or potential of the role-playing game. For computer games to reach this potential, however, will require a new generation of tools: ones that reify assumptions appropriate to the playable, goaloriented quest, rather than the task checklist quest. The Grail Framework is a multi-element research project aimed at presenting a first working example of such a set of tools. This paper briefly describes one of its authoring elements (the QuestBrowser brainstorming tool) and one of its runtime elements (the Grailgm game master). While new tools cannot guarantee players a new experience, they can open up new potential spaces for designers and authors, creating conditions in which computer role-playing game fictions can become both authorially structured and meaningful opportunities for the deep experience of role-play.
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