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与辐射3制作人的讨论

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发表于 2007-5-1 06:47:27 | 显示全部楼层 |阅读模式
好像打开官方论坛的速度比较慢,我想如果大家有兴趣的话可以我找来一些关于fo3的资料我们再一起研究。产权转移,即将到来的e3,beth10月份要放出的神秘游戏——似乎fo3真的离我们越来越近了。作为国内第一主题论坛,我们也应该跟紧些,不是吗:)

下面是一份与辐射3制作人进行的关于rpg创作的讨论,可能有点太正式了,不过读下来还是感觉有收获的:

Here's what I think an RPG requires: A brain transplant, and a world that's not a vacuum. I've mentioned numerous games as examples to better illustrate what I mean by both of these characteristics.

Part 1: The brain transplant
In an RPG, your character is a person in a world. His characteristics are set out by his statistics, and the way that those statistics impact his interactions with that world's rules of physics, standards of behavior and attractiveness, etc. The player essentially has his brain placed in the character's body, and has to abide by that character's physical abilities. (note, its really more like you become the pilot of his brain. All the data is still filtered through the character's mental statistics, but you give the orders based on that data.)

In a standard game, you just put on a mask. Regardless of how well the character could aim, run jump, dodge, etc, it is meaningless, because the player's ability with a mouse or controller is all that determines how the character fares. This is playing a role in a trivial sense, but all you're really doing is playing yourself, with another person's appearance.

And blended games like Oblivion are not any better when you look at the marginal cases. People tend to focus on the unskilled character who hits based on high player skill, but I think the bigger problem is the high skill character that misses based on low player skill. Many people are forgiving in the former case, because its fun to succeed. But how about in the latter, where a character with a heavy stealth build is always detected because the player (who wants to play as a stealth character) is simply not skilled with a mouse or keyboard. Ironically enough, this type of hybrid game restricts a person's ability to assume the role of a character different from himself, because the player isn't enough like the character that he wants to build. If you insist on taking the main characters in Splinter Cell or Thief as archetypes of the stealth based rpg character, then how can you respond to the Thief player who desperately wants to play the game in a stealthy way, but can't because the character is the only member of the character+player team who knows how to stealth. What I'm basically driving at is these types of games are only fun for people who are good at action games, and there may be little or no overlap between that group and CRPG fans. They're certainly not mutually inclusive, but its equally clear that the class of people who like action games does not include the entire class of CRPG fans.

Part 2: The Vacuum.
Part of being a person is making choices, and part of being a person who does not live in a vacuum is having those choices impact that state of the world. When Fallout 1 and 2, Arcanum, KOTOR 1 and 2, BG 1 and 2, and many other PC RPGs give you choices that impact the content in the game, they effectively tell you that your character is a PERSON, and that as such, he can impact the world, for good or for ill. If you take this away, then the choice that you make (moral or otherwise) in the game are no different in character than facial customization at the start of the game: they're merely aesthetic.

In Fallout, people would react to a child killer by saying "He's a terrible person, and I want nothing to do with him, based on his immorality." Where as In Oblivion (if you could be a child killer, which is impossible) people would say "Oh he's a child killer. Let me treat him like everyone else." To show the absurdity of this, let's consider a parallel reaction, based on your character having a big nose. In Fallout, people would probably say "He has a big nose. Sure he's a little ugly (so I don't want to sleep with him) but I'll treat him like any other human being". In Oblivion it would be "Oh he's got a big nose. Let me treat him like everyone else." In Fallout, choices can actually be moral, because they bear consequences, including social disapproval. In Oblivion, all you can really do is make choices about what type of nose you want to have. The Arena champ's nose. The worst mass murderer in history's nose. All choices that impact you, but only in superficial ways.

What can we conclude from Oblivion's 1) emphasis on player skill, not character skill 2) complete lack of meaningful choices and 3) its huge success in a market populated with players who have probably never even played a PC RPG (xbox 360 owners)? That Oblivion does not represent the evolution of the RPG at all. It represents a successful way to appeal to an action oriented crowd with no experience playing the stat based simulation RPGs. In other words, Oblivion is a great example of how an RPG maker can abandon their genre, for a hollow commercial success. Oblivion is "Selling Out 101."

-------------------------------------------------------------------------------------------------
Sawyer's response

QUOTE(spacekungfuman @ Feb 28 2007, 12:35 PM)
Josh - I honestly think that you've lost sight of the player/character distinction that is the heart of a game being an RPG vs just a game.

We are not playing a game on a tabletop with a live GM to arbitrate things. That is what I think many "hardcore" RPGers refuse to accept, and why they continue to cling to the idea that all actions must be devoid of player skill for a game to be an RPG. I also think that distinction isn't even really true, as experienced RPGers meta-game constantly, even when their characters "shouldn't" have the ability to analyze or know certain aspects of their statistics, properties of items, aspects of enemies they are dealing with, etc. Player skill is an enormous part of hardcore RPGs, but the skill set required in a D&D CRPG is much different than the skill set required to play Pikmin or Jade Empire or Katamari Damacy.

QUOTE
Part 1: The brain transplant
In an RPG, your character is a person in a world. His characteristics are set out by his statistics, and the way that those statistics impact his interactions with that world's rules of physics, standards of behavior and attractiveness, etc. The player essentially has his brain placed in the character's body, and has to abide by that character's physical abilities. (note, its really more like you become the pilot of his brain. All the data is still filtered through the character's mental statistics, but you give the orders based on that data.)

If all data were filtered through the character's mental statistics, you wouldn't see stats for a quarter of the things you use in RPGs. Spell damage, attacks per round, weapon critical hit multipliers -- all of these things are clearly defined so the player can use his or her skill to direct the actions of the character. With combat, often the "die rolling game" works out reasonably well, especially when controlling a party. The player can make moment to moment choices over the course of a long combat that can "course correct" if he or she gets off to a bad start. With something like stealth or lockpicking, the ability to do that is usually absent. There's no "game" to the action other than the character building aspect and the choice of the player to click a button and watch the results.

QUOTE
And blended games like Oblivion are not any better when you look at the marginal cases. People tend to focus on the unskilled character who hits based on high player skill, but I think the bigger problem is the high skill character that misses based on low player skill. Many people are forgiving in the former case, because its fun to succeed. But how about in the latter, where a character with a heavy stealth build is always detected because the player (who wants to play as a stealth character) is simply not skilled with a mouse or keyboard.

Are you talking about a "theoretical" person, or a real group of people who have honestly complained about this? Because it's pretty damned easy to hide in Oblivion unless you have a nervous disorder and/or the inability to distinguish light from shadow. We're not talking about Ninja Gaiden levels of timing.

QUOTE
Ironically enough, this type of hybrid game restricts a person's ability to assume the role of a character different from himself, because the player isn't enough like the character that he wants to build. If you insist on taking the main characters in Splinter Cell or Thief as archetypes of the stealth based rpg character, then how can you respond to the Thief player who desperately wants to play the game in a stealthy way, but can't because the character is the only member of the character+player team who knows how to stealth. What I'm basically driving at is these types of games are only fun for people who are good at action games, and there may be little or no overlap between that group and CRPG fans. They're certainly not mutually inclusive, but its equally clear that the class of people who like action games does not include the entire class of CRPG fans.

Sure, the mythic Venn diagram of these two groups isn't a picture of two perfectly overlapping circles, but I question the implied assertion that there are a bunch of CRPG fans who enjoy playing a "stats only" stealth character more than a "stats plus action" stealth character. That is, people who say, "Man, I hate having to look at light and darkness and how fast I'm moving when I'm using stealth." Even in a game like Baldur's Gate or Icewind Dale, I would argue that it would be more enjoyable to use lightmaps (which exist everywhere on the IE maps) to heavily influence your chance of staying in stealth than to rely on the straight stat + die roll system. It gives the player something to interact with in the environment, and turns stealth into a game instead of relegating it to shoving points into a character every hour or two. In such a mythical IE or Neverwinter Engine implementation, what undue demands are placed on the player? You can let them click exactly where he or she wants to click, look at the map from an overhead view, pause the game to issue commands, etc. The resolution is still a blend of character skill and player skill and there's no demand for manual dexterity or crackerjack timing.

QUOTE
In Fallout, people would react to a child killer by saying "He's a terrible person, and I want nothing to do with him, based on his immorality." Where as In Oblivion (if you could be a child killer, which is impossible) people would say "Oh he's a child killer. Let me treat him like everyone else." To show the absurdity of this, let's consider a parallel reaction, based on your character having a big nose. In Fallout, people would probably say "He has a big nose. Sure he's a little ugly (so I don't want to sleep with him) but I'll treat him like any other human being". In Oblivion it would be "Oh he's got a big nose. Let me treat him like everyone else." In Fallout, choices can actually be moral, because they bear consequences, including social disapproval. In Oblivion, all you can really do is make choices about what type of nose you want to have. The Arena champ's nose. The worst mass murderer in history's nose. All choices that impact you, but only in superficial ways.

I've never written that I thought how Oblivion handled character interaction was well done. In this thread specifically, I've stated that I think it was very poorly done and I think that Bethesda should make Fallout 3's character interaction mechanics much better.

QUOTE
What can we conclude from Oblivion's 1) emphasis on player skill, not character skill 2) complete lack of meaningful choices and 3) its huge success in a market populated with players who have probably never even played a PC RPG (xbox 360 owners)? That Oblivion does not represent the evolution of the RPG at all. It represents a successful way to appeal to an action oriented crowd with no experience playing the stat based simulation RPGs. In other words, Oblivion is a great example of how an RPG maker can abandon their genre, for a hollow commercial success. Oblivion is "Selling Out 101."

I play a lot of RPGs, and I thought Oblivion was pretty fun. I don't think they abandoned the genre, but I do think there are things they should do differently to reinforce player choice, specifically when building characters (selecting types of bonuses) and when interacting with the world (checking actions and providing deep feedback). I also think they should examine some of their mechanics for suitability on different platforms. E.g. lockpicking on the PC was a frustrating mechanic regardless of character skill unless you mashed auto-attempt, which was a cop out. I think that any sort of "character and player" blend should be engaging but relatively straightforward on the player side of the equation, which many of Oblivion's mechanics were. For example, melee combat in Oblivion is really basic and doesn't even come close to the complexity or timing demanded by a true action game like DMC, Ninja Gaiden, or God of War.
---------------------------------------------------------------
My final response

First, I'd like to thank you for taking the time to discuss this issue with us. As you know very well, hardcore fallout fans spend a LOT of time talking about this very issue, so the chance to talk with the lead Designer of Van Buren about it is pretty incredible.

QUOTE(J.E. Sawyer @ Feb 28 2007, 05:39 PM)
We are not playing a game on a tabletop with a live GM to arbitrate things. That is what I think many "hardcore" RPGers refuse to accept, and why they continue to cling to the idea that all actions must be devoid of player skill for a game to be an RPG. I also think that distinction isn't even really true, as experienced RPGers meta-game constantly, even when their characters "shouldn't" have the ability to analyze or know certain aspects of their statistics, properties of items, aspects of enemies they are dealing with, etc. Player skill is an enormous part of hardcore RPGs, but the skill set required in a D&D CRPG is much different than the skill set required to play Pikmin or Jade Empire or Katamari Damacy.


I'll grant your metagaming point, but just because we can simulate actions in a different way doesn't mean that we should. You're right to say that hardcore CRPGs require a different skill set than pikmin or Katamai Damacy, but its not coincidental that hardcore CRPG fans all possess the skills to play their chosen games, while only some have the skills to play the latter types. If you have a decision between a system that works for all the genre fans and one which doesn't, then why use the system which doesn't work for all the genre fans? Bungie could make the next Halo a lightgun game, and while that may simulate being master chief as well or better than the old control scheme, that doesn't neccesarily mean that its the right choice for a Halo game.


QUOTE
If all data were filtered through the character's mental statistics, you wouldn't see stats for a quarter of the things you use in RPGs. Spell damage, attacks per round, weapon critical hit multipliers -- all of these things are clearly defined so the player can use his or her skill to direct the actions of the character. With combat, often the "die rolling game" works out reasonably well, especially when controlling a party. The player can make moment to moment choices over the course of a long combat that can "course correct" if he or she gets off to a bad start. With something like stealth or lockpicking, the ability to do that is usually absent. There's no "game" to the action other than the character building aspect and the choice of the player to click a button and watch the results.

Are you talking about a "theoretical" person, or a real group of people who have honestly complained about this? Because it's pretty damned easy to hide in Oblivion unless you have a nervous disorder and/or the inability to distinguish light from shadow. We're not talking about Ninja Gaiden levels of timing.


I guess that's just the point. Stealth in Oblivion isn't challenging in any way, so making it require more effort than the infinity engine's toggle is just a waste of time to many people. And including a challenging stealth game would exclude a lot of traditional rpg fans entirely. There's probably a balance here (which I know if what you're looking for) but it seems to me like its a compromise that doesn't need to be reached, since the stealth toggle was so easy and quick that it didn't need to be fun on its own. It was just unobtrusive, leaving non stealth action fans alone, while keeping stealth action fans from being disappointed by a promising yet over simplified stealth mini game.


QUOTE
Sure, the mythic Venn diagram of these two groups isn't a picture of two perfectly overlapping circles, but I question the implied assertion that there are a bunch of CRPG fans who enjoy playing a "stats only" stealth character more than a "stats plus action" stealth character. That is, people who say, "Man, I hate having to look at light and darkness and how fast I'm moving when I'm using stealth." Even in a game like Baldur's Gate or Icewind Dale, I would argue that it would be more enjoyable to use lightmaps (which exist everywhere on the IE maps) to heavily influence your chance of staying in stealth than to rely on the straight stat + die roll system. It gives the player something to interact with in the environment, and turns stealth into a game instead of relegating it to shoving points into a character every hour or two. In such a mythical IE or Neverwinter Engine implementation, what undue demands are placed on the player? You can let them click exactly where he or she wants to click, look at the map from an overhead view, pause the game to issue commands, etc. The resolution is still a blend of character skill and player skill and there's no demand for manual dexterity or crackerjack timing.


See, this doesn't implicate any twitch ability, so I agree that noone would find it objectionable. But I can personally say that given the choice of IE stealth or mild twitch based, I'll take the IE toggle. At the worst, its what I (and other CRPG fans) are used to.

QUOTE
I've never written that I thought how Oblivion handled character interaction was well done. In this thread specifically, I've stated that I think it was very poorly done and I think that Bethesda should make Fallout 3's character interaction mechanics much better.


I wasn't accusing you of liking Oblivion's world interaction wink.gif I just wanted to bring it up to show how far Oblivion has strayed from CRPG traditions.

QUOTE
I play a lot of RPGs, and I thought Oblivion was pretty fun. I don't think they abandoned the genre, but I do think there are things they should do differently to reinforce player choice, specifically when building characters (selecting types of bonuses) and when interacting with the world (checking actions and providing deep feedback). I also think they should examine some of their mechanics for suitability on different platforms. E.g. lockpicking on the PC was a frustrating mechanic regardless of character skill unless you mashed auto-attempt, which was a cop out. I think that any sort of "character and player" blend should be engaging but relatively straightforward on the player side of the equation, which many of Oblivion's mechanics were. For example, melee combat in Oblivion is really basic and doesn't even come close to the complexity or timing demanded by a true action game like DMC, Ninja Gaiden, or God of War.


You know I wasn't saying that all RPG fans don't like Oblivion. But I'm sure that you've seen the reaction to Oblivion on RPG enthusiast sites. Fans on I love Oblivion, NMA, DAC, hell, even on the fallout 3 and Morrowind boards on Gamefaqs, generally revile the game as being the most watered down and disappointing excuse for a CRPG in years. So I have to admit that its disheartening to see a Black Isle alum like yourself saying Oblivion was a step in the right direction, even if its only in limited ways. Maybe this approach is a good way to grow the market (and I know money is the chief concern here) but it comes at the expense of the hardcore fans. I'm tired of saying all my favorite games are 10 years old. I hope that 10 years in the future, if I say my favorite games are 20 years old, it isn't be default.

啊,没想到贴上来这么长……
 楼主| 发表于 2007-5-1 06:51:39 | 显示全部楼层
http://www.bethsoft.com/bgsforums/index.php?showtopic=682154

世界各大辐射论坛在官网的签到贴,现在其中还没有一个中文的论坛 [s:6],这个途径宣传Bn13应该不错。
发表于 2007-5-1 06:54:45 | 显示全部楼层
以网站风格,内容和玩家人群来说,我觉得我们很合适加入~~~~~~~~

召唤英语达人帮忙报名~~~~我学日语的,英盲,无能为力………… [s:6]
发表于 2007-5-1 08:33:58 | 显示全部楼层
引用第2楼白熊2007-05-01 06:54发表的:
以网站风格,内容和玩家人群来说,我觉得我们很合适加入~~~~~~~~

召唤英语达人帮忙报名~~~~我学日语的,英盲,无能为力………… [s:6]

看到帖子,刚想做链接,发现atp27已经把我们论坛加入链接了。对atp27表示感谢。
对我们论坛的介绍是:最大的中文辐射迷网站。
                              有关废土的所有一切,并且包括mods和辐射前作翻译。
发表于 2007-5-1 08:52:20 | 显示全部楼层
恩,太棒了~~

有个小提议:

提供的链接是
http://www.bn13.com/bbs/index.php
这个链接只是论坛链接,老外不懂中文,作为宣传的效果未免打折扣。

添加主页链接会不会比较好?这个页面辐射味道很强烈,容易给人留下印象。看不懂中文,至少也可以看到画面和色调风格,这些都是论坛默认风格所不具备的。
http://www.bn13.com/
发表于 2007-5-1 11:55:55 | 显示全部楼层
呵呵
有点小虚荣啊偶
看到这个还是满高兴的
虽然辐射3不是我们那个熟悉的辐射了
发表于 2007-5-1 12:37:48 | 显示全部楼层
这个广告..意义很大 [s:4]
 楼主| 发表于 2007-5-1 15:30:11 | 显示全部楼层
按白熊说的改了。

to murray, 啊是past fallout games rather than post fallout games, 换句话说是辐射前作翻译。
发表于 2007-5-1 16:55:49 | 显示全部楼层
谁给翻译下,感激不尽
发表于 2007-5-1 18:40:53 | 显示全部楼层
粗略的看了一下,大概说的是他们的RPG游戏理念……构建一个拥有物理体系和行为准则的社会,玩家自创人物,根据自己的想法左右人物行动,与世界交互……
发表于 2007-5-1 19:04:10 | 显示全部楼层
引用第7楼atp272007-05-01 15:30发表的:
按白熊说的改了。

to murray, 啊是past fallout games rather than post fallout games, 换句话说是辐射前作翻译。

哈哈,看成post fallout games了,翻译错了,让兄台见笑了。
发表于 2007-5-1 20:09:52 | 显示全部楼层
真是件让人欣慰的好事啊! [s:1]  [s:1]  [s:1]  [s:1]  [s:1]
白熊的建议总是不错的,呵呵~~~~ [s:1]  [s:1]  [s:1]
发表于 2007-5-4 01:48:10 | 显示全部楼层
似乎大部分意见并不是很与制作组合拍。。。。。。
发表于 2007-5-23 10:17:47 | 显示全部楼层
我4级都没过,主修是中文。。。
发表于 2008-9-8 16:27:14 | 显示全部楼层
我学南太平洋岛语的 无力了
发表于 2008-9-9 10:24:47 | 显示全部楼层
上学时作文从没得过优秀,E文勉强及格的人掩面而过
发表于 2008-9-17 12:30:03 | 显示全部楼层
中文英文超烂之人飘过  。。。。
但。。。很高兴咱们的坛子也挂了号了
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