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关于游戏的随机性

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发表于 2015-1-3 23:32:13 | 显示全部楼层 |阅读模式
引用桌游设计师Mark Rosewater的一段话
"One of the biggest arguments against randomness is that it takes away from skill, the idea being that having everything under your control rewards the better players. Turns out it doesn’t quite work that way. Let me explain. Random events happening in a game force players to do several things. One, they have to identify what is happening and what it means to the current game; two, they have to deduce how best to use the new variable to bend the game to their favor; and three, they have to maximize their other resources to take advantage of the new variable. It turns out that doing all this is pretty complicated and thus the more experienced players are much better at it. The more unpredictable, unknown variables that get added to a game, the more opportunity there is for the better player to take advantage of them. ... It turns out that the ability to react requires a lot of skill."

我深有同感。很多人认为随机性降低了游戏的策略性,其实不然。出色的游戏设计将随机性置于可反应的对面,即玩家可以对随机性进行策略调整以达到较好结果,使得游戏性和策略性完美共存。当然完全没有随机性的游戏依赖于玩家互动仍可以做的非常出色,如Caylus、Puerto Rico、Agricola、战棋中的ASL等。但是引入适当随机性的游戏更加具有乐趣而不是较深策略,如Power Grid、Race for the Galaxy、Combat Commander,甚至Manila。

另外,掷骰所带来的随机性并不真正随机(受《黑天鹅》影响)。实际中的变数往往不是呈钟状曲线,而是其他形态。所以很多设计者尝试用卡牌系统来创造随机性。
发表于 2015-1-5 16:11:49 | 显示全部楼层
也就是说CDG、手牌控制才代表随机性?
发表于 2015-1-5 16:48:24 | 显示全部楼层
确实,怎么应对随机事件和随机结果本身也很考验玩家的能力,而且随机性也有助于避免绝对的最优策略的出现,有助于提高游戏玩法的多样性
发表于 2015-1-5 16:57:13 | 显示全部楼层
关于随机性的讨论已经成了关于游戏的一个永恒争论的热点
发表于 2015-1-6 12:44:27 | 显示全部楼层
这一段里说的随机性,是不包括骰子的对吧?
发表于 2015-1-6 13:56:54 | 显示全部楼层
本帖最后由 Dante 于 2015-1-6 13:58 编辑

随机性只要不主导游戏胜负就可以接受,当然无随机性更好
随机性会增加一些战术层面的策略,关键看设计师的设计目标
发表于 2015-1-6 15:20:56 | 显示全部楼层
合理的随机性的确大大增加游戏性,不是一个最优策略就能搞定的了
发表于 2015-1-12 20:10:14 | 显示全部楼层
我觉得随机性机制或者系统直接决定了一个战棋的好坏
发表于 2021-8-15 14:52:38 | 显示全部楼层
但是因为随机性导致有时候就算运筹帷幄,但结果也是无法想象
发表于 2022-11-12 09:11:51 | 显示全部楼层
再怎么运筹,最后还是要面对面的干,干起来一投骰,大的优势被骰值干没了
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