翻译问题很大,连输入随机性和输出随机性的定义都没说清楚。
实际上老外那边也不认同这个说法。学院派大部分还是认为随机性有重大意义的。
这篇回答我认为比这个机翻文章有价值。有空翻译,先占个坑。
转自 https://boardgamegeek.com/thread/1294990/input-vs-output-randomness
总之输出随机性它本身并不是坏的,关键是他如何在游戏中被使用。纯粹的随机结果决定了胜负生死,决对是令人非常挫折沮丧的。一个好的设计应当让随机之前的决策改变影响随机的结果。
Input randomness: turn(random --> player decision(s) --> outcome)
Output randomness: turn(player decision(s) --> random --> outcome)
For a single player, output randomness directly determines an outcome—for example, a roll of die that "wins" or "loses". Input randomness is a random element that serves as input to the player's decision that determines the outcome. (Of course, in real games, turns can be more complex and chain several of these elements.)
In terms of the definition of input vs output, the magnitude and valence of the outcome is also beside the point. It's only a matter of whether the player decides an outcome, or a random element does. However, magnitude and valence might affect the emotional impact of output randomness.
And it is true that output randomness is not in itself bad; it matters how it is used in the game. Nearly all dice games rely on output randomness and it is the "surprise" of the die roll that is appealing to players of these games. What is frustrating, however, is when a game mismatches strategic elements, in which player choices seem to matter a great deal, with output randomness which renders previous choices irrelevant.
As a thought experiment, there is an example of worst-case output randomness in Characteristics of Games by Richard Garfield et el. They describe a game of chess in which the winner is determined by die roll at the end. Obviously, if the die determines the winner, all the strategic effort that went into the chess game is irrelevant, and thus becomes frustrating to players that invested in that effort.
随机的游戏拥有着稳定的游戏不可比拟的戏剧性效果通过一张一弛,非常适合观众。而过于随机的游戏又会失去他的核心玩家。输出随机性的使用,扮演何种角色是非常重要的。不过,不代表是必要的。king's death就是一个完全由输入随机性组成的游戏,随机要素完全由其他玩家的行为来产生。
Though to be fair, I do find that Keith's original formulation simplistically leans in that direction. I've read Keith's blog and book (Clockwork Game Design), and generally feel that his formulations are intended to chip away at interactive game designers' simplistic assumptions about game design rather than be comprehensive ****yses. I feel he's usually correct in what he says, though it's often not the full picture.
If you read Oliver Kiley's excellent "Schools of Design and Their Core Priorities," he posits that Ameritrash games prioritize drama through tension and release. Output randomness is a tried and true way to generate dramatic moments, like when the underdog rolls a successful, devastating attack.
On the other hand, Oliver posits that Euro games emphasize challenge through strategic decision-making. In such cases, output randomness can be frustrating to players because it reduces control over outcome.
Therefore, it all depends on the style of game the designer is trying to make and whether output randomness is a good fit. A dramatic upset can be supremely frustrating to skillful players in a Euro, and a requirement for skill can make an Ameritrash-style game niche and dry for its intended audience. Different strokes.
Keith's explanation that output randomness adds noise in the player feedback loop I think is correct, but is only part of the picture. I think that explanation is mainly applicable in games where the probability distribution of the output randomness is unknown to players, as is common in interactive games like his example. When this is the case, players are left ignorant of where to attribute their success or failure.
But as long as the probability distribution of the output randomness can be characterized (or at least estimated), as is common in a board game, a player can still make highly strategic decisions while taking into account output randomness, (i.e. "is it worth taking the risk?").
For example, Freelance Police mentioned above Eldritch Horror. In that design, one goal is to level up characters' attributes so that output randomness affects outcomes less and less. While players may not understand the exact numbers, they understand very intuitively that an extra point in an attribute results in rolling one extra die during a test. Thus, Eldritch Horror nicely integrates a core mechanism based on output randomness with player choices around improving attributes.
To some of the other comments I saw above, I'd gently suggest that the mechanism for generating a random or uncertain result, whether cards, dice, coin tosses, etc., doesn't really matter. Statistically they're just random variables with potentially different probability distributions, and which one to use is a matter of preference and game balance. The point is how output randomness/uncertainty plays a role in the game, and whether it tends to inform decisions or decide outcomes.
As for the comment about some games becoming boring without uncertainty in outcome, absolutely this can be the case. But that doesn't necessarily imply the need for output randomness. For example, The King Is Dead (aka Kong von Siam) has a highly variable setup using only input randomness. There is no other randomness in the game, only uncertainty based on other players' actions.
其实举个例子吧。吃鸡的毒圈机制就是一个设计非常巧妙的输入随机性。玩家在吃毒之前能看见缩圈结果。所以玩家在吃毒之前能想尽办法去跑毒,去想办法活下来。而天命圈的玩家也会为这个随机结果而欢呼。毒圈机制是一个堪称教科书级的ramdom->action->output设计。
如何看待“随机性并不能增加游戏深度”这种说法?
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