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沉迷游戏的小白鼠们,醒醒吧!(上)

(2011-09-02 10:15:48)
标签:

小白鼠

魔兽世界

箱子

沉迷游戏

精灵鼠小弟

杂谈

分类: 飞盒_产业信息

沉迷游戏的小白鼠们,醒醒吧!(上)

飞盒游戏设计培训转载 www.freeboxgame.com

 

沉迷游戏的小白鼠们,醒醒吧!(上)

文章主要叙述游戏商如何叫玩家更长时间,更沉迷于游戏。虽然是在说网游,不过可以扩展到全部游戏和网络对战。本文源地址:http://goo.gl/ekFHa

So, the headlines say somebody else has died due to video game addiction. Yes, it's Korea again.
What the hell? Look, I'm not saying video games are heroin. I totally get that the victims had other shit going on in their lives. But, half of you reading this know a World of Warcraft addict and experts say 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海洛因。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。所以我就想问问。

So here's the big question: Are some games intentionally designed to keep you compulsively playing, even when you're not enjoying it?

是不是有些游戏故意设计成让你不断的去玩,即使你一点也没享受?

Oh, hell yes. And their methods are downright creepy.

当然有,而且他们的那些招数有时候真的挺令人毛骨悚然的!

#5. Putting You in a Skinner Box
把你当小白鼠


If you've ever been addicted to a game or known someone who was, this article is really freaking disturbing.
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。
http://www.world-science.net/exclusives/081111_gaming.htm

It's written by a games researcher at Microsoft on how to make video games that hook players, whether they like it or not. He has a doctorate in behavioral and brain sciences.
这篇文章是一个在微软的游戏研究员写的,内容是说怎么让游戏钓住人,能不能让玩家喜欢。这个人比较厉害,有行为学和脑科学的博士学位。

quote
"Each contingency is an arrangement of time, activity, and reward, and there are an infinite number of ways these elements can be combined to produce the pattern of activity you want from your players."
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**。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。

Notice his article does not contain the words "fun" or "enjoyment." That's not his field. Instead it's "the pattern of activity 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, younger gamers will raise their arms above their head, leaving them vulnerable."
在某种意义上讲,年轻的玩家会举手庆祝胜利,贬低输者。



His theories are based around the work of BF Skinner, who discovered you could control behavior by training subjects with simple stimulus and reward.

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 "Skinner Box," a cage containing a small animal that, for instance, presses a lever to get food pellets.

他发明的Skinner box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 games researcher 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。

So What's The Problem?
问题在哪?

Gaming has changed. It used to be that once they sold us a $50 game, they didn't particularly care how long we played.The big thing was making sure we liked it enough to buy the next 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 toward subscription-based games like MMO's that need the subject to keep playing--and paying--until the sun goes 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 can create enough exploration or story to keep you playing for thousands of hours, so they had to change the mechanics of the game, so players would instead keep doing the same actions over and over and over, whether they liked it or not. So game developers 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 controversy in the world of game design right now. Braid creator Jonathan Blow said Skinnerian game mechanics are a form of "exploitation." It's not that these games can't be fun. But they're designed to keep gamers subscribing during the periods when it's not fun, locking them into a repetitive slog using Skinner's manipulative system 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't actually 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。

#4. Creating Virtual Food Pellets For You To Eat
设计一些虚拟精神食粮供你吃

Most addiction-based game elements are based on this fact:

Your brain treats items and goods in the video game world as if they are real. Because they are.

大多数游戏成瘾都基于以下这个事实:

你的大脑把游戏物品当成真实存在的东西。事实上,游戏物品确实有价值。

People scoff at this idea all the time ("You spent all that time working for a sword that doesn't even exist?") and those people are stupid. If it takes time, effort and skill to obtain an item, that item has value, whether it's made of diamonds, binary code or beef jerky.

有人冷嘲热讽玩游戏的人:就为了一件虚拟的武器你能浪费你所有的人参?其实这些人想错了。如果某件东西需要花费很多时间精力和技术,那么不论这件物品是用钻石做的,还是二进制码构成的,还是牛肉做的,他都是有价值的。


I have easily 500 hours in Zelda bottles.
我不经意的就耗费500小时在《塞尔达》的瓶子上。

That's why the highest court in South Korea ruled that virtual goods are to be legally treated the same as real goods. And virtual goods are now a $5 billion industry worldwide.

这就是为什么韩国最高法院规定虚拟货币是可以合法跟金钱兑换的。现在全世界虚拟货币总额高达50亿美元。

There's nothing crazy about it. After all, people pay thousands of dollars for diamonds, even though diamonds do nothing but look pretty. A video game suit of armor looks pretty and protects you from video game orcs. In both cases you're paying for an idea.

这没有什么好值得争议的。毕竟人们还花很多钱去买钻石,尽管我们都知道钻石只是好看点而已。一套装备也很好看而且能保护你不受那些兽人的伤害。这样说来这两样东西都是一样的,你只是花钱买一个概念(idea)而已。

Happy anniversary, honey.
生日快乐!这是送你的。

So What's The Problem?

Of course, virtually every game of the last 25 years has included items you can collect in the course of defeating the game--there's nothing new or evil about that. But because gamers regard in-game items as real and valuable on their own, addiction-based games send you running around endlessly collecting them even if they have nothing to do with the game's objective.

问题在哪?

当然了,事实上过去25年里在基本每个游戏都要你收集物品,以便通关。这也没什么特别的。不过由于玩家把游戏里的东西当成自己的财宝一样,所以那些故意让人上瘾的游戏让你无穷无尽的去收集东西,尤其某些东西甚至在游戏里没什么用。

It is very much intentional on the developers' part, an appeal to our natural hoarding and gathering instincts, collecting for the sake of collecting. It works, too, just ask the guy who kept collecting items even while naked boobies sat just feet away. Boobies.

游戏开发者明显故意利用我们贮藏和收集物品的动物本性,让我们永远刷怪刷怪刷怪。 这种方法很见效的,不信你看这儿就有一人,尽管边儿上坐着一个性感尤物却执着刷怪做任务。。 http://kotaku.com/5384643/i-kept ... my-gaming-addiction

As the article from the Microsoft guy proves, developers know they're using these objects as pellets in a Skinner box. At that point it'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
让你主动按按钮


So picture the rat in his box. Or, since I'm one of these gamers and don't like to think of myself as a rat, picture an adorable hamster. 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。


If you want to make him press the lever as fast as possible, how would you do 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 is to set up the machine so that it drops the pellets at random intervals of lever pressing. He'll soon start pumping that thing as fast as he can. 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 this is the reason many enemies "drop" valuable items totally at random in WoW. This is addictive in exactly the same way a slot machine is addictive. You can't quit now because the very next one could be a winner. 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 ** MMO ZT Online has the most devious implementation of this I've ever seen. The game is full of these treasure chests that may or may not contain a random item and to open them, you need a key. How do you get the keys? Why, you buy them with real-world money, of course. 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 of players in competition with each other, to see who can be the most obsessive about opening the chests. One woman tells of how she spent her entire evening opening chests--over a thousand--to try to win the daily 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 character in front of the chest, clicking dialogue boxes over and over, watching the 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 crippling mental illness. How could she possibly get from her rational self to that 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 :“她怎么可能从一个好妹子变成了一个窝在家里的宅?”

BF Skinner knew. He called that training process "shaping." Little rewards, step by step, like links in a chain. In WoW you decide you want the super cool Tier 10 armor. You need five separate pieces. To get the full set, you need more than 400 Frost Emblems, which are earned a couple at a time, from certain enemies. Then you need to upgrade each piece of armor with Marks of Sanctification. Then again with Heroic Marks of Sanctification. To get all that you must re-run repetitive missions and sit, clicking your mouse, for days and days and days. 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. Boobies be damned(啥意思)。


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
让你一直点击鼠标,直到永远.

Now, the big difference between our Skinner box hamster and a real human is that we humans can get our pellets elsewhere. If a game really was just nothing but clicking a box for random rewards, we'd eventually drop it to play some other game. Humans need a long-term goal to keep us going, and the world of addictive gaming has got this down to a science. 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.

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