Making Quests Playable: Choices, CRPGs, and the Grail Framework

Making Quests Playable: Choices, CRPGs, and the Grail Framework
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让任务变得可玩:选择、CRPG 和 Grail 框架

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发表时间:
2012
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通讯作者:
Noah Wardrip
Noah Wardrip
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作者:
Anne Sullivan;Michael Mateas;Noah Wardrip

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在桌面角色扮演游戏中,任务是可以以各种方式追求的目标,为游戏的持续虚构提供结构,并为角色扮演提供机会。另一方面,在电脑角色扮演游戏中,任务通常被构造为任务或里程碑的列表,只有在战斗中才存在可变性,或者在与一个或另一个派系/道德相关的完成之间进行二元选择。鉴于此,计算机角色扮演游戏任务很少是可玩的-而是作为围绕可玩游戏系统的激励提供包装而存在。虽然这样的游戏可以是引人注目的,他们不设法辜负角色扮演游戏的名称或潜力。然而,要让电脑游戏发挥这种潜力,需要新一代的工具:那些将假设具体化的工具,适合于可玩的、面向目标的任务,而不是任务清单式的任务。圣杯框架是一个多要素研究项目,旨在提出这一套工具的第一个工作实例。本文简要介绍了它的创作元素之一(QuestBrowser头脑风暴工具)和它的运行时元素之一(Grailgm游戏管理器)。虽然新的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,使计算机角色扮演游戏小说既可以成为权威的结构,又可以成为深度体验角色扮演的有意义的机会。
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.