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Jesse Schell谈游戏领域的未来发展趋势

发布时间:2012-09-12 15:33:29 Tags:,,,

以下是游戏设计师及前迪斯尼梦幻工程师Jesse Schell在最近一次深入访谈中的摘选片段:

jesse schell(from edge-online)

jesse schell(from edge-online)

Kinect的成功似乎能够支持你对新型传感器推动游戏未来发展的设想。

我们必须记住,新颖性是游戏中的重要元素。全世界都偏爱新奇事物——人们想了解新颖事物的性质,以及它们的意义。iPad一问世,《Saturday Night Live》就有大量新闻标题声称iPad“开启了人类买东西只是因为想知道它是什么东西的时代”。我认为这是真实的现象——人们并非因为他们知道什么是Kinect而购买Kinect,而是因为他们想看看Kinect到底是什么东西。因为它的产品理念听起来很酷,所以他们想一探究竟。

新颖性总是难以长久,是吧?

是的,新颖性并不持久——电子宠物就是典型事例。新奇事物种类繁多,过后全世界就了解它们的性质。这有点类似于Facebook和Zynga目前的状态——市场偏向萧条,因为人们已经了解什么是Facebook游戏,喜欢这类游戏的人会投入精力,而不喜欢的用户则选择离开。我们现在更加了解新颖事物的本质了。

你是否发现某些预言开始实现了呢?

是的,人们对涉及新型传感器的事物充满雄心。这些已经实现的预言包括Pokéwalker,或Kinect,以及为任何事物颁发徽章的行为。人们都想知道徽章在哪会生效或失效。甚至麦克阿瑟基金会都有一个关于为教育目的使用徽章的最佳方式的计划。

心理学是你在DICE 2010演讲中的核心理念,但是你说过心理学家并没有那么了解游戏中的心理状态。为什么?

这基于许多因素。其一,大量的心理学知识主要用于减轻人们的痛苦。人们寻求治疗师的帮助是因为他们遇到一些问题,而不是因为他们想获取更多乐趣。另一方面,早期的心理学家并不科学。所以,他们意识到需让这一领域更具科学性,但是当你对人类大脑进行试验时,你只能研究某些区域,比如关注预测行为。这样,我们只能了解人们的行为,并非他们的感想;而通过提问以了解人们的感受未免更不具科学性。

游戏设计师开始善于将心理学应用于自己的工作领域,是吗?

是的——我一直认为我们行为非常了解人类的大脑,然而我们却有许多未知领域。现在成为游戏设计师的正确之道就是将人类大脑当作黑暗的未知领域。你不应感到害怕,如果你从某个尝试中获得一些启发,可能就会推动一些变化。有趣而奇怪的是,有些心理学家并不了解的事情,游戏开发者却能最先领悟。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

Jesse Schell on the future of Facebook games

by Edge Staff

In our newest issue, we feature an in-depth interview with Jesse Schell, the game designer and former Disney Imagineer, about how the ‘gamepocalypse’ he envisaged for a speech at DICE 2010 has actually played out. When he described cereal packets awarding 20 points when you fill your bowl and buses awarding 1000 points from government schemes to encourage use of public transportation, free-to-play was in its infancy and Kinect had yet to be released. Here we present some extra cuts from the interview.

Your vision of new sensors powering the gamepocalypse seems to be borne out by the success of Kinect.

One of the things to remember about games is how important novelty is. The world loves novelty – people want to understand what new things are about and whether they’re meaningful for them. After the iPad launched there was a great Saturday Night Live news item where they said iPad ‘Ushered an era where people buy things to find out what they are’. I think that’s a real phenomenon – people aren’t buying Kinect because they know what it is – it’s because they want to see what it is. It sounds cool and they want to check it out.

Novelty is difficult to maintain, though.

Yeah, it doesn’t last – Tamagotchi is an interesting example of that. They were absolutely huge, but then the world understood what they were. It’s part of what’s happening with Facebook and Zynga right now – their market has flattened because people know what Facebook games are, and people who like it are into it and those who don’t aren’t. We’ve got to understand novelty better.

Have you started seeing any of the prophecy realised yet?

Yeah, people are getting more ambitious when it comes to new types of sensors. Things like the Pokéwalker, or Kinect, and then putting badges on everything. Everyone’s trying to figure out where badges work and where they don’t. Even the MacArthur Foundation has this whole initiative about the best way to use badges for education.

Psychology is central to your ideas behind the gamepocalypse, but you’ve said psychologists don’t know much about the psychology of games. Why?

There are a number of factors. One is that a vast amount of psychology is about preventing suffering, which makes sense. People go to therapists because they have problems, not because they want mowing the lawn made more fun. On the other side, in the early days psychologists weren’t very scientific, and the world of science gave them a lot of grief about that. So in response they realised they had to get very scientific, but when you’re doing experiments on the human mind, there are only certain places you can go, like focusing on predicting behaviour. That’s working out what people will do, not how they feel; working out how people feel is mostly about asking them, and that’s not very scientific.

Game designers have become adept at applying psychology to their work, though.

Yes – the way I’ve been trying to put it is that we like to think we understand the human mind fairly well, but there’s so much that we don’t know. The right way to be a game designer these days is to look at the human mind as dark, unexplored territory. You mustn’t be afraid of that. When you take a point of view of just trying things out, it changes things. What’s weird is that there are a lot of things that psychologists don’t understand, and game developers are going to be the ones who understand it first.(source:edge-online)


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