你是否同意帝国在其中的位置?
入门的只有帝国时代,无法评论…… 原圖出處:
https://quanticfoundry.com/2016/0 ... -in-strategy-games/
該圖作者是 Quantic Foundry 公司的 Nick Yee ,需要注意的是其統計結果源於對十四餘萬名玩家的問卷調查,而非對遊戲具體內容的分析,作者自己甚至還承認沒有親身玩過圖中的《全面戰爭》系列。
關於圖表兩軸的「策略」與「反應」標準,作者分別定義如下:
Strategic complexity can come from different mechanics: having to decide which other players/AI to treat as allies or enemies and when to do so (vs. being assigned static allies and enemies), the variety of victory conditions and deciding which to pursue (vs. the same goal for all players), the variety of resources/factions that have to balanced and managed, and in general reflects the number and complexity of variables that have to be considered and the amount of planning that is necessary to reach a long-term goal.
Certainly, at the top 1% of competitive play, some games that are low on Strategy may be incredibly complex strategically, but we think the core engaged audience of each game (i.e., the average rather than the 1%) is more representative of what a game is about. This also helps explain why a game like Cities: Skylines has a relatively low Strategy score. While this city builder can be played in a painstakingly methodical way to optimize traffic, its positioning on the Strategy axis suggests that its core audience appreciates the ability to enjoy the game without being forced to play in a highly strategic way.
Excitement, in addition to speed and pacing, also captures the amount of thrill and surprises. This is why XCOM, with its combat visuals and possibility of critical hits, is more exciting to watch and play than Europa Universalis even though players in both can take as long as they want to make a move. The time pressure and possibility of game-changing card plays in Hearthstone is also what increases its Excitement even though it is a turn-based game.
儘管作者是這樣說,但實際上「策略」得分可能還是傾向宏觀資源分配與勝利條件多樣性一類因素,否則恐怕無法解釋《反恐精英》在此一方面表現較低的理由;與此相對,中文「反應」一詞就比原文「刺激(Excitement)」更能點出作者原意,因為他的重點是在遊戲節奏緩急之上。
《帝國時代》在圖中處於近乎最平衡的正中央位置,平心而論是有失公允的。不考慮各種自訂戰役與場景的前提下,個人認為現在《帝國時代》的輕玩家人數眾多,實際遊戲戰鬥套路亦呈現公式化趨勢,也很少出現武力征服以外的勝利條件或自由混戰、兩隊對陣之外的隊伍分配,所以「策略」得分按照作者標準其實應該略為降低。
楼上的解释很详细,但是不适合一般人看哈{:149:}
吾辈給个简单的解释好了。
请您把Y轴脑补成“联线对战玩家比率”,下方是0%,上方是100%
把X轴脑补成“小学僧比率”,左方是100%,右方是0%
就会一目了然{:149:} 春田一九零三 发表于 2016-1-26 20:28
楼上的解释很详细,但是不适合一般人看哈
吾辈給个简单的解释好了。
请您把Y轴脑补成“联线对战玩 ...
精辟!{:155:} 嗯,不过星际争霸确实要比帝国时代考反应,以及策略能力 谁搞的中文?“帝国时代”写HARDFUN上面! 我是谁004 发表于 2016-1-26 21:15
谁搞的中文?“帝国时代”写HARDFUN上面!
对哦,我竟然迷糊了5分钟 然而FM在我的右上角 这个图里面我玩过的游戏位置全部都反对 六文丿鱼丸 发表于 2016-1-27 15:21
这个图里面我玩过的游戏位置全部都反对
你都玩过哪些? {:149:} 个人觉得符合{:155:} 可我完全不同意CS在这张图里的位置。。
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