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Is the gold hand tour really a "game"? The game has 4 elements. To turn eggs is just a financial comparison


When people talk about "games" nowadays, it is often a very imaginative idea. The "games" that come to mind in different times may be pinball yo-yos, or card games and ghost catching people. In the digital age of televisions and computers, when most people or modern people refer to "games", they may be directly associated with the category of digital games on consoles and computers. Senior digital players may think of a classic work, and this work may appear. On handheld game consoles, amusement consoles, computers or mobile phones. This time the discussion on "What is a game" is mainly based on the book "What is a game?" by Stephane Chauvier, a professor of philosophy at the University of Caen in France. The concept described in the book is a simple introduction and explanation part. In addition, I also use the concept in the book to see why some modern computer and TV game players have a relative sense of rejection of mobile games. Therefore, make a simple thought on this subject.


What is a game? Fundamentally speaking, it is a kind of behavior invented by human beings, mainly used to describe a piece of entertainment, or activities in this entertainment. So the word "game" can be a noun or a verb. But if the game is based on the main vocabulary concept, it also has a philosophical meaning, like the phrase "playing the human world" or "life is just a game" and so on. Similar vocabulary, if the game is a kind of entertainment. In other words, is it possible to equate "life" with "a game"? Although we really want life to be like a play, as a result of the facts, we all know that games and real life are two different things.


Therefore, if we want to mention "life is just a game", then we must first define one thing: "What is a game?" We follow the French philosophy professor, Stephane Chauvier (Stephane Chauvier) written "What is a game?" ? In the full text of the book, you will find that Professor Stephane Chauvier believes that "games" are four simple elements that need to be met:


1. It is a man-made product


2. Reality will not affect game development


3. It can be lost and difficult


4. The game must have rules and goals, and everyone must follow the rules.


▼▼▼Does that class of Golden Mobile Games really count as a "game"? ▼▼▼


The game must make players feel interesting, otherwise even if it has a complete planning and gameplay, it cannot be a game. This is an absolute game that is not fun to play. In fact, it does not fit the game in the player's mind. And "game" itself is not the same as "playing game". In the book, Professor Shi Tiefan Heuwell uses French grammar as a basis to narrate the difference between playing games and games, but this is quite difficult to understand for non-French and non-French readers. Therefore, the simplified case mentioned in the book is used here to describe the difference between "game" and "playing game".


Take basketball as an example. If someone is playing basketball on the court, is he playing a basketball game? First of all, we all know that basketball is basically a sport that can be established by many people. The basketball game must be established by many people. So this person is not playing the basketball game? The answer is yes and no. Just like the point of the game described above: the game must have rules and goals. If the person on the court today is playing basketball alone, but he sets a goal and rules for himself and achieves it, this can also be regarded as a basketball game, but it is different from the standard basketball game we hear.


So what are "goals" and "rules"? If the person playing basketball today is a basketball player, and he stipulates that he must score three goals today, and then he easily achieves the goal, is this a game? In terms of satisfying the game, if the basketball player's goal is to score three goals, this does not actually constitute a game. The reason is that there is no "difficulty". Difficulty is the first important role in the game. It is not difficult for basketball players who have been on the court for a long time to lay up and shoot at will. And if the basketball player is required to make three layups within the free throw line and score all ten goals, the "difficulty" between what can and cannot be achieved may make playing basketball a game.


Let's look at the matter of "playing basketball" from the four requirements of "games": First, playing basketball is a man-made thing and is created by people. I can choose to play basketball or not, and I may not be able to shoot, and it has a set of rules, or I customize a set of my own basketball game rules. Therefore, the above points can be classified into the difference between "playing basketball" and "basketball game." Today, I just pitched on the basketball court to play basketball, but if I customized the "difficulty, rules, goals" and so on, and the difficulty is between what I can achieve and what I can't, this is a "basketball game."


It can be seen that the game has rules and objectives, and it is difficult. When there are multiple players, we can play the game in accordance with the regulations, and compete with each other for the same goal, and lose or win in the competition. One thing about the game is important. Even if it loses or wins, it does not affect the player itself, and the game can be repeated continuously. The next game is the player's right to choose whether to play or not. With this concept, let’s look at two popular light novel adaptations of animation works: "Sword Art Online" and "Horizontal Records". Although both are games, they will affect others. Therefore, in terms of game definition, two anime games It can no longer be called a "game".


And in "What is a game? "The book also states about the difference between role-playing and drama actors, and the perceptions put forward by different philosophers about games, and the importance of game distraction in human life, just as the meaning of hunting does not lie in the prey itself The same reason. Here I will use the book "What is a game?" by Professor Shi Tiefan Heuwell. "" game definition to narrate: Why are mobile games despised by some computer and TV game players in the past? It is basically a mobile game, which is also what we commonly call a mobile game. Why does it cause such a huge sense of rejection by the same video game player? Make a preliminary exploration on this point of view.


The rise of mobile games is based on the state of the game market in recent years. In terms of output value, the revenue of mobile games has far exceeded that of TVs, computers, and traditional online games. In the early days, due to mobile phone performance limitations, the games played were relatively simple and rough, and the traditional mobile phone buttons were not highly operable, and only small games such as snakes could be produced. The current leap forward in the development of mobile phones is equivalent to a small computer, processing information and performance have been greatly improved, the languages ​​used to write mobile phone programs have increased, and with the generation of mobile phones, not only games, but also other life functions have also evolved in a large amount. Such as electronic wallets and video communications.


At first glance, mobile games look like the craze of computer games evolving into online games. It is a product of the times. But why do players of many different computer and TV game players feel disgusted and displeased? We start from "What is a game?" "Introduction to the narrative game" in the book, see what is the difference between the understanding of the needs of mobile games and traditional games. Mobile games are downloaded through the mobile phone's unique online store, and the operation method is through the bundling of mobile phone numbers and sales items. Simply put, players first download an installation file from the mall, and then gradually download the complete game play after entering the game.


Mobile games do have the selling points of traditional games, beautiful art graphics, a story-telling world view, and small game files. The key point is that it is convenient and portable. These are the benefits of mobile games. But now as the commercial market matures, do the mobile games produced by various game manufacturers still have the so-called "game philosophy", or whether there is no so-called game philosophy for mobile games nowadays, instead it is a "sales philosophy" ? Earlier we mentioned the difference between "playing basketball" and "basketball game" itself, but now we will analyze the gap between "mobile games" and "general games" in more depth.


The "game" that the French philosophy professor Shi Tiefan Xiuville thought meets the conditions: 1. It is a man-made product. 2. Reality will not affect the game. 3. It can be lost and difficult. Fourth, the game must have rules and goals, and everyone must abide by the rules. In fact, mobile games are different from these four conditions. There is a serious gap between mobile games and general games. The rules and objectives of mobile games and the rules that everyone needs to follow. On the contrary, it causes the most unrecognized by players in today's mobile games, and it is quite fatal and cannot surpass the decisive gap of general games.


Remember the example of playing basketball, a game must have "difficulty, rules and goals." to be constituted. Usually we have a final goal in the game, such as defeating the devil; getting married to the prince and other big goals. We usually enjoy the protagonist reaching the ending, completing the task, and finally looking for side quests and hidden fun in some subtle parts. The mobile game is the opposite. It cancels this big goal and replaces it with a small goal. This is quite similar to the nature of the game in the Internet age. You will take on the task of guards helping me defeat Ten Yueyue or the villagers asking you to send things from Jiajia City to Lara City. The subtle tasks are all mobile games.


There are many new but subtle task categories in mobile games: a goal that is difficult for the player to achieve, but it must be made possible for the player to achieve. What is this goal? A goal to collect and obtain rare items. Because small goals cannot attract players to play for a long time, the game company has set an ambiguous target body, a target that requires "probability". To say that the white point is the card drawing and gassing system. A huge goal that everyone has a chance, but is not so easy, does meet the two categories of "difficulty and goal", but what about the "regulation" item? This is the biggest fatal injury of mobile games.


In order to get the prizes they want in the game, players must constantly rely on chance and fate, and exchange the items obtained in the game for goods that rely on luck. At this time, one of the most disruptive behaviors of mobile games appeared, using real "money" in exchange for more opportunities to obtain in-game merchandise. An interesting and in-depth game lies in the rules formulated in the game. Everyone in the game competes on an equal footing, and only if they win and lose, can they constitute "the elements of playing the game". It is also the so-called loser and will not affect reality. game. If you rely on the actual amount of money in exchange for more opportunities than others in the game, it means that the game does not have the nature of fair competition.


Therefore, the "rules" for mobile games to obtain goals have become an unequal game in disguise. It uses reality to influence the situation in the game, and the game company also encourages players to use reality (amount and evaluation) to influence the direction of the entire game content, so that the players in the game are no longer reciprocal, and the game is capitalized in disguise. , The more I spend, the more I get, and not only is there no one to stop it, but the official also supports this, in order to allow the game to continue to operate, and to get good-looking revenue, which makes mobile games more than just games , But a realistic financial competition.


This goes against the rules of the game between traditional computer players and TV game players. At an extreme level, the balance can be disrupted. Realistic conditions can be used to evoke the style of the game. This is undesirable for many players who want the game to have a level playing field, but because You only need to spend money to complete it, or you will definitely get it, or there are more opportunities to get the drawn goods. Many people would rather spend a small amount of money easily than spend time on the game. At first we mentioned that games are entertainment, and when a "game" people don’t even want to spend time playing, they just want to quickly get the product and status of the game. This is different from the concept of "playing games". It's a "consumption game".


In fact, in the predecessor of mobile games, that is, online games, there is a mechanism for "consumer games". They usually don't have a story, an ending, or a huge goal. Instead, they keep launching new products and allowing players to continue to consume in the game. This also makes the game Taiwan's favorite "game is a good business." The fact that mobile games have become "consumer games" rather than "games for playing games" is actually related to a large number of players' behavior patterns. Like the basketball game described above, basketball has established popular play methods and regulations, but we also You can customize new game rules to satisfy yourself.


Therefore, mobile games are becoming more and more toward "consumer games" and "capitalism", but this is the new gameplay of mobile games in this era, which is different from the era of computer and TV games. Players in the past cannot accept the new era of mobile games. The emergence of new rules, one player is not at the same fulcrum, so opponents are repellent, but on the other hand, this is the rule of today’s mobile games, and players can of course not accept this rule and step out of their own mobile game play. . Or look for a category of mobile games that is different from "consumer games", because don't forget that how the game is played is always the player's business, not the game itself.


After the article, the reality will not affect the development of the game. Note:


The world of the game is different from the real world, and will not be affected by the real world but has its own unique worldview. For example: the real world Jidao is a villain, but in the world of the dragon in the game, the protagonist Jidao Road does not give people the role of a villain. Just as we recognize the appearance of the profession of mages in reality, but it will not affect the image of the profession of mages in the game. Therefore, in the game is another time and space that is out of touch with the real world, and it should be the main narrative that reality will not affect the development of the game if it is separated from the real reality and invested in a completely new game world view.


On the contrary, the game has nothing to do with reality. For example, if we look for Dragon Ball in the game to exchange for the Dragon, we will know that this is a product of the game world. Will not really set out to find Dragon Ball in reality. In addition to the aforementioned fees for mobile games and online games, another point is that the games will be updated or revised according to the needs of players.


In other words, the traditional computer games and TV games in the past, we bought a game for thousands of yuan, even if there are flaws in it, we can't modify it. But now because of the Internet, mobile games and online games can be modified and blemished for players. Even current computer games and tvgames can be updated or downloaded through online feedback. In other words, this is a point where reality affects the game, but this point is aimed at game developers.


Players can influence the game. In the current situation, it should be the money to strengthen themselves with better equipment, rarer characters, stronger backing, and indirectly affect the balance between themselves and other players in their own way without going through the developer. This is my current understanding and thoughts that the reality in the book does not affect the game once again. In fact, the simplest way to say that the professor actually has this view is because he thinks that the game is a world where everyone can start from the same point and is fair and just, but maybe the professor is not aware of the rapid changes in the current game, so Only then will we continue to maintain the concept that reality does not affect the game. The above are some of my thoughts.


[TW]


課金手遊究竟算唔算「遊戲」?遊戲有4大要素 轉蛋只是財力比併


當現在人們說起「遊戲」,往往是一個很意象的想法,以時代不同想到的「遊戲」可能是彈珠溜溜球,也可能是牌局和鬼抓人。而在電視電腦數位時代,一般人或現代人提到「遊戲」,可能直接聯想到的是遊戲機與電腦上的數位遊戲類別,資深數位玩家可能想到某一款經典之作,這款作品可能出現於掌上遊戲機、遊樂主機、電腦或手機上頭。這次探討「什麼是遊戲」,主要是以法國卡昂大學哲學教授史鐵凡休維爾(Stephane Chauvier)著作《什麼是遊戲?》一書中所敘概念,是做一個簡單的導讀與解釋部分。另外也用書中的概念是看關於為什麼現代某些電腦、電視遊樂戲時代的玩家對於手機遊戲有相對的排斥感?故,以這主題做簡單的發想。


什麼是遊戲?從根本來說它是人類發明的一種行為,主要用於敘述一件娛樂,或在這娛樂的活動過。故「遊戲」一詞可以是名詞也能是動詞。但遊戲如以主要的詞彙概念,也有一種哲學之意,如同大家所常聽到的一句「遊戲人間」或「人生不過是場遊戲」等等,類似的詞彙,如果以遊戲是一種娛樂這件事情來說,是否可以把「人生」等同於「一場遊戲」?雖然我們很想人生如戲,但事實的結果,我們都可知道遊戲跟真實人生可說是兩回事。


故,如果要提到「人生不過是一場遊戲」,那麼首先我們要先定義一件事情:「什麼是遊戲?」我們依照法國哲學教授,史鐵凡休維爾(Stephane Chauvier)所寫的《什麼是遊戲?》一書全文中,會發現,史鐵凡休維爾(Stephane Chauvier)教授認為「遊戲」是需要滿足四項簡單的要素:


1. 它是人為的產物

2. 現實不會影響遊戲發展

3. 它是能夠輸掉且有難度的

4. 遊戲必須要有規則和目標,且每個人都遵守規則。


▼▼▼那課金手遊究竟算不算「遊戲」?▼▼▼


遊戲必須讓玩家感到有趣,不然即使它有完整的規劃與玩法,都不能成立為遊戲。這是一種絕對,玩起來不有趣的遊戲,其實根本上在玩家心裡並不符合遊戲。而「遊戲」本身跟「玩遊戲」是不一樣的。在書中,史鐵凡•休維爾教授以法語的文法作為基礎,去敘事玩遊戲跟遊戲的不同,但這對非法語系和未有法語常識的讀者來說,相當難理解。所以這裡採用書中提的案例簡化來敘述關於「遊戲」與「玩遊戲」間兩者的不同。


以籃球為例,在球場上有個人在打籃球,那麼是否是在玩籃球遊戲?首先我們都知道籃球基本是多人一起能夠成立的運動,籃球遊戲必須多人才能夠成立,故這個人不是在玩籃球遊戲?答案是肯定,也是否定。如同上面所敘遊戲的一點:遊戲必須要有規則和目標。如果今天在球場那個人他一人在打籃球,卻有為自己訂定一個目標和規則,並且去達成它,這也可以算是一個籃球遊戲,只是和我們聽到的制式的籃球遊戲不同。


那何謂「目標」和「規則」?如果今天打籃球的那個人是個籃球選手,他規定自己今天要投進三球,然後他很輕易就達成了目標,這樣算是遊戲嗎?就滿足遊戲的項目來說,籃球員如果目標是投進三球,這其實並不構成一個遊戲。原因在於沒有「難度」,難度是遊戲裡頭一個重要的角色,隨意上籃投球,對長期在球場的籃球員並未有難度。而如果籃球員是規定自己在罰球線內三步上籃,且十球全進,那這可以和不可以達成之間的「難度」就有可能讓打籃球成為遊戲。


我們從「遊戲」的四項需求來看剛剛「打籃球」這件事情:首先打籃球是人為的事物,並且是人創作出來的。我可以選擇打籃球也可以不打,並且我投籃不一定可以投進,並且它有一套規則,或我自己訂製一套自我的籃球比賽規則。故,以上幾點可以歸類出「打籃球」跟「籃球遊戲」的差別。我今天單純的在籃球場上投球是打籃球,但如果我訂製了「難度、規定、目標」等,且難度是介於我可以達成跟不能達成之間,這就是一場「籃球遊戲」。


由此可知,遊戲是要有所規定和目標的,並且有難度。而在多人進行的時候我們可以依照規定進行遊戲,並且彼此競爭同樣的目標,並且在競賽中落敗或勝利。而遊戲有一點是重要的,就算失敗或勝利都不影響玩家本身,並且可以不斷重複遊戲,下一場不管玩與不玩都在玩家的選擇權。以這概念我們來看兩部當紅的輕小說改編動畫作品:《刀劍神域》與《紀錄地平線》,兩者雖都是遊戲,但皆會影響他人,故在遊戲定義上,兩部動漫的遊戲已經不能夠稱之為「遊戲」。


而在《什麼是遊戲?》書中也有陳述關於角色扮演與戲劇演員的差別,和關於遊戲的不同的哲學家所提出的觀感,與遊戲分心在人類生活上扮演的重要性,就如同打獵的意義不在於獵物本體是一樣的道理。在這要用史鐵凡•休維爾教授的書籍《什麼是遊戲?》的遊戲定義來敘事:為什麼手機遊戲被過往一些電腦電視遊戲的玩家所鄙視?其根本上手機遊戲,也是我們俗稱的手遊為什麼會引發同樣是電子遊戲玩家那麼龐大的排斥感?就這觀點做一個初探。


手機遊戲的興起,是近幾年遊戲市場狀況,就產值而言,手機遊戲的營收已經遠超過電視、電腦、傳統線上遊戲。在早期因為手機效能限制,玩的遊戲比較簡單且粗糙,且傳統手機按鍵操作性不高,只能產出貪食蛇這類的小遊戲。目前手機的發展躍進,等同於一台小型電腦,處理資訊與效能大幅提高,用來編寫手機程式的語言增多,並且隨著手機代代革新,不只是遊戲,連其他生活功能也大量的進化,如電子錢包與視頻通訊。


乍看下來,手機遊戲就像是當初電腦遊戲進化成網路遊戲的熱潮一般,是個時代性的產物,但為何會引來許多不同的電腦與電視遊樂器的玩家反感與不悅?我們從《什麼是遊戲?》一書中的敘述遊戲之概論來觀看,這其中關於手機遊戲與傳統遊戲需要的認知到底有何差異。手機遊戲透過手機特有的網上商店下載,並且透過綑綁手機門號和銷售道具為營運方式,簡單來說,玩家是先從商城下載一個安裝檔,進入遊戲內部後才逐步下載完整的遊戲遊玩。


手機遊戲的確有傳統遊戲的賣點,漂亮的美術圖與具有故事性的世界觀,遊戲檔小,重點它還具有便利性和方便攜帶的普及性,這些都是手遊的益處。但是現在隨著商業市場的成熟,各家遊戲廠商所製作的手機遊戲是否還有所謂的「遊戲哲學」,又或則現今的手機遊戲已經沒有所謂的遊戲哲學,取而代之則是一門「銷售哲學」?前面我們提到關於「打籃球」與「籃球遊戲」本身的差別,而現在則將更深入的分析「手機遊戲」與「一般遊戲」的落差。


前面法國哲學教授史鐵凡休維爾所認為的「遊戲」滿足條件:一、它是人為的產物。二、現實不會影響遊戲。三、它是能夠輸掉且有難度的。四、遊戲必須要有規則和目標,且每個人都遵守規則。實際上手機遊戲與這四項條件有所出入。手機遊戲與一般遊戲有著嚴重落差,手機遊戲中的遊玩規則和目標,與每個人需遵守的規定。反而是造成現今手機遊戲最無法被玩家認同,且相當致命無法超越一般遊戲決定性的差距。


還記得打籃球的例子嗎,一場遊戲必須要有「難度、規定與目標。」才能構成。通常遊戲中我們都有一個最終的目標,例如打敗魔王;王子結婚等這類的大目標,我們通常享受主角到達結局,完成任務,最後在一些細微的部分尋找支線任務與隱藏的樂趣。而手機遊戲則相反,它取消了這大目標,轉而以小目標來取代。這跟網路時代的遊戲性質相當類似,你會承接衛兵幫我打倒十隻月月或村民要你從甲甲城送東西到拉拉城的任務,細微的任務為手機遊戲的全部。


手機遊戲出現許多全新但微妙的任務類別:一個玩家難達到的目標,但又要讓玩家覺得有可能達成。這是個什麼目標?一個收集與得到稀有品的目標。因為細小的目標無法吸引玩家長時間的遊玩,故,遊戲公司設置了曖昧的目標體,一個需要「機率」的目標,說白點就是抽卡與轉蛋制度。一個人人有機會,但又不是那麼容易的龐大目標,的確滿足「難度與目標」兩個類別,但是「規定」這項目呢?這就是手遊最大的致命傷。


為了得到自己遊戲中想要的獎品,玩家必須不斷的依靠機會命運,用遊戲中所得的物品去換取靠運氣的商品。這時一個破壞手遊最大的行為出現,利用現實的「金錢」而換去更多得到遊戲內商品的機會。一個有趣又有深度的遊戲,就在於遊戲中所制定的規定,遊戲中每個人都是平等競爭,並且有輸有贏,才能構成「玩遊戲的要素」也是所謂的可以輸,不會影響現實的遊戲。如靠著現實中的金額在遊戲內換取比其他人更多的機會,那就表示這遊戲不具備公平競爭性質。


故手遊獲得目標的「規定」變相成為一場不對等的遊戲。它利用現實影響遊戲內的狀況,並且遊戲公司還大量提倡玩家去利用現實(金額和評價)去影響整個遊戲內容的方向,使遊戲內的玩家再也不是對等關係,變相讓遊戲資本主義化,我可以花越多錢得到越多,並且不但沒有人制止,且官方還支持這樣做,為的是讓遊戲可以不斷的營運,且得到好看的營收額,這讓手機遊戲已經不只是遊戲,而是一場現實的財力較勁。


這點違背了傳統電腦玩家與電視遊樂器玩家的遊戲規則,在一個極端破壞平衡,可以用現實狀況引響遊戲的風格,是許多希望遊戲有著平等競爭模式的玩家所不樂見的,但因為只需要花錢就能完成,或一定得到,還是有更多機會得到抽取的商品,許多人寧願花點小錢輕鬆,也不想花時間在遊戲上。最初我們曾經提過,遊戲是娛樂,而當一款「遊戲」讓人連玩都不想花時間去玩,只想快速得到遊戲的商品與地位,這已經與「玩遊戲」的概念相異,而是「消費遊戲」了。


其實在手機遊戲的前身,也就是網路遊戲,就有關於「消費遊戲」的機制。他們通常沒有故事與結局,也沒有龐大的目標,而是不斷推出新產品而讓玩家繼續在遊戲裡消費,這也讓遊戲成為台灣最愛的「遊戲是門好生意」。而促成手機遊戲成為「消費遊戲」而非「玩遊戲的遊戲」,這其實跟玩家大量的行為模式有關,如同上面所敘的打籃球遊戲,籃球有制定通俗的打法與規定,但我們也可以訂製全新的遊戲規則,來滿足自己。


故,手機遊戲固然越來越朝向「消費遊戲」與「資本主義」,但這就是這時代手遊有別於電腦與電視遊樂器的時代的新玩法,過去的玩家無法接受新時代手機遊戲仍然出現的新規則,一個玩家不在同一個支點的規則,故然對手遊產生排斥性,但反過來說,這就是現今手機遊戲的規則,而玩家當然可以不接受這個規則,走出自己的手機遊戲玩法。或則尋找不同於「消費遊戲」的手遊類別,因為別忘了,遊戲怎麼玩從來都是玩家的事,而非遊戲本身。


文後關於現實不會影響遊戲發展附註:

遊戲的世界與現實世界不同,並不會受到現實世界影響而有自己獨特的世界觀。例如:現實世界極道是惡徒,但在遊戲人中之龍的世界中,主角極道之路反而不給人是惡徒的角色。就像我們認知現實中法師這個職業的模樣,但它並不會影響玩家在遊戲中法師這職業的形象。故在遊戲內是一個和現實世界脫節的另一個時空,而脫離真正的現實而投入一個完全全新的遊戲世界觀,應該是現實不會影響遊戲發展的主敘述。


相反遊戲也與現實無關,像是我們在遊戲裡面尋找七龍珠招換神龍,會知道這是遊戲世界下的產物。不會真的在現實中出發尋找龍珠。而手遊和網路遊戲除了前述的課金之外,其實另一點就是遊戲會隨著玩家的需求做出更新或修正。


也就是說過去傳統的電腦遊戲和電視遊戲,花千元我們買到一款遊戲,就算裡面有瑕疵也無法修改。但現在因為網路關係,手機遊戲和網路遊戲可以針對玩家即使去作修改與瑕疵處理,就連現在的電腦遊戲和tvgame也都可以透過網路回饋作出更新或章節付費下載。也就是說這是現實影響遊戲的一點,不過這點是針對遊戲開發者。


而玩家能影響遊戲,在目前的狀況應該也是課金去強化自己有更好的裝備,更稀有的角色,更強的後盾,用自我的方式不透過開發者去間接影響自己與其他玩家的平衡。這是目前我對書裡的現實不影響遊戲再看過一次的理解和想法。其實最簡單的說,教授其實有這看法是因為,他認為遊戲是一個跳脫現實,讓每個人起跑點都一樣,公平公正的競技世界,但也許教授不太清楚目前遊戲日新月異的變化,所以才會繼續保持著現實不影響遊戲的理念,以上是我的一些想法。

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