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大部分游戏可以归结为一种形式:产生某种模式,要求玩家找到将其变换为另一种对达成目标有利的模式。典型的例子如棋类游戏中的各种开局和残局问题,电子游戏中则是像“我方复活票数剩余 42,敌方通讯站残余 1 个,我如何在 6 个重生点中选择”这样的问题。

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游戏可以大致分类为两种类型:模式归一型和模式?生成型。模式归一型从变量较多的情形开始,逐渐减少到少数情况甚至一种情况的终局。模式生成型则是从简单的局面开始,每一个新出现的情形都可能导致出现更多的变量。

大多数游戏根本上属于模式归一型,虽然其中的大多数又会采用先增加变数,然后减少变数的方式。比如 PUBG 随着玩家搜刮到更多装备和开始在地图上交火,变数会增加,但随着玩家的淘汰和活动范围的缩小,变数又会减小,最终往往变成 2-6 人的捉迷藏游戏。

典型的模式生成型则是 Sims 系列和 Cities Skyline 这种理论上说不会终结的游戏。

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As virtual cities often serve as metonyms for whole societies, they tend toward grimness in an era when many of us feel skeptical about the state of the world. This could also, however, simply reflect what we use video games for — less as places to explore our aspirations than as places to let rip. In the neighborhoods around us, we want ease, charm and comfort; in the gaming world we want to punch people and flee monsters. Their digital cities might be dangerous, unlivable, alienating places — but they still make a pretty great stomping ground for the id.

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