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Monument Valley put me into a trance[恍惚]. The kind of trance where you look up at a clock and notice that two hours have gone by in an instant[瞬间].
Designed to keep the player moving forward, and frustration[沮丧]-free in its execution[实行], it’s a rare puzzle game that I finished in one sitting and wondered what had happened to my afternoon. Monument Valley is inviting[吸引人的]—with excellent puzzle design and a warm atmosphere[气氛] that soothes[起抚慰作用] as much as it intrigues[吸引力].
Monument Valley put me in the tiny shoes of Ida, a princess in a world of bizarre[奇异的] geometry[几何结构] and fanciful[奇妙的] logic. The game is light on exposition[陈述] but heavy on atmosphere. There’s a past to this world and a sense of importance to Ida’s wanderings.
There are a series of 3D spatial[空间的] puzzles, all revolving around traversal[障碍物]. You tap the screen where you’d like Ida to go, and if the plane[平面] is available[可达到的] to you, she moves there. At first, the puzzles are simple—I had to guide Ida to a switch, or rotate[旋转] the view so that two planes touched, creating a path for the character. This later evolves into complex[复杂的] systems of switches, gears and pulleys[滑轮], and timing takes a larger role. Monument Valley would teach me what I need to know, while guiding me towards making the right associations[联想] and logical leaps[跳跃], until I find my way to clear the chapter in a very natural progression[前进].
With just ten chapters, each with a few screens, it took me about three hours to complete Monument Valley. But those hours were special. The game features brilliant[绝妙的] artwork, with puzzles that somehow made perfect sense, even though I was playing as a wallwalking princess in a pastel-hued[色调柔和的] world. The experience was short and sweet, but it stayed with me like a dream I didn’t want to forget.
《纪念碑谷》让我不禁晃神了——就是那种你抬头看看时钟才发现两小时转瞬即逝的恍惚感。
这个少见的解谜游戏的设计理念是让玩家不断推进游戏进程,并且在此过程中不会感到沮丧灰心——我坐一会儿就玩通关了,压根不晓得这个下午是怎么过去的。《纪念碑谷》实在是引人入胜,游戏里有各种设计精妙的谜题,那温暖的氛围不仅抚慰人心,而且令人着迷。
《纪念碑谷》让我化身为小小的艾达,她是一位公主,游走在这个充满古怪几何体以及奇妙逻辑性的世界。这款游戏的文字说明语调轻松,气氛却非常沉重。这个世界的过去有一段故事,艾达的流浪之旅中有着某种重大的意义。
这个游戏以障碍物为中心设计了各种三维空间谜题。你只要点一下屏幕就能指挥艾达朝着你希望的地方走动,如果你能找到平面,她就能走过去。一开始的谜题还挺简单的——我要指挥艾达走到开关那里,又或是通过转动景观让两个平面连接起来,给主人公开辟出一条道路来。这个玩法随后逐渐演化成非常复杂的系统结构,包括各种开关、齿轮和滑轮,时机的把握也变得更加重要。《纪念碑谷》会将我所需要知道的技巧逐一传授给我,引导我做出正确关联以及合乎逻辑的跃进,直到我非常自然地找到通过这一章的方法。
《纪念碑谷》只有十章,每一章有好几个画面,我花了差不多三小时就将游戏通关了,但这几个小时是一段非常特别的经历。游戏配图美轮美奂,还有各种总能说得通的谜题——尽管我要在这个色调柔和的世界里扮演一位能够在墙上走路的公主。这个美妙的游戏过程并不长,但它一直萦绕在我的心头,仿如一个不愿忘怀的美梦。 “Early on in the project someone said it would be great if every frame of the game was so beautiful you’d want to hang it on your wall as a piece of art,” says Ken Wong, artist and designer of Monument Valley. “That became our ambitious[野心勃勃的] goal.”
“I like to think that video games can be a bit more open to interpretation[理解], like music. It was always important to us for players to be able to figure out what to do on their own, with little or no instruction[指令] from the game,” Wong explains. “We hope players will stay engaged[使用中的] for the same reasons they might enjoy a walk through a museum or an art gallery. We know there are mobile gamers out there looking for this kind of thoughtful, aesthetic[美学的] experience.”
“有人在项目开发初期说,假如这个游戏的每一幕都是如此美不胜收,让你忍不住将它挂在墙上,就像一件艺术品一样,那可就太棒了,”《纪念碑谷》的画师兼设计师肯·王这样说道。“这句话就成了我们的宏伟目标。”
“我总觉得游戏应该有更多(给玩家自行)理解的空间,就像音乐一样。游戏本身提供很少或者完全没有说明,让玩家自行决定怎么做,这对我们来说一直是至关重要的一点,”王解释道。“我们希望玩家会保持兴趣,正如他们也许喜欢在博物馆或者画廊里尽情漫步一样。我们知道总有那么一些移动游戏玩家渴求着这种需要开动脑筋、同时充满美感的游戏体验。”
Designed to keep the player moving forward, and frustration[沮丧]-free in its execution[实行], it’s a rare puzzle game that I finished in one sitting and wondered what had happened to my afternoon. Monument Valley is inviting[吸引人的]—with excellent puzzle design and a warm atmosphere[气氛] that soothes[起抚慰作用] as much as it intrigues[吸引力].
Monument Valley put me in the tiny shoes of Ida, a princess in a world of bizarre[奇异的] geometry[几何结构] and fanciful[奇妙的] logic. The game is light on exposition[陈述] but heavy on atmosphere. There’s a past to this world and a sense of importance to Ida’s wanderings.
There are a series of 3D spatial[空间的] puzzles, all revolving around traversal[障碍物]. You tap the screen where you’d like Ida to go, and if the plane[平面] is available[可达到的] to you, she moves there. At first, the puzzles are simple—I had to guide Ida to a switch, or rotate[旋转] the view so that two planes touched, creating a path for the character. This later evolves into complex[复杂的] systems of switches, gears and pulleys[滑轮], and timing takes a larger role. Monument Valley would teach me what I need to know, while guiding me towards making the right associations[联想] and logical leaps[跳跃], until I find my way to clear the chapter in a very natural progression[前进].
With just ten chapters, each with a few screens, it took me about three hours to complete Monument Valley. But those hours were special. The game features brilliant[绝妙的] artwork, with puzzles that somehow made perfect sense, even though I was playing as a wallwalking princess in a pastel-hued[色调柔和的] world. The experience was short and sweet, but it stayed with me like a dream I didn’t want to forget.
《纪念碑谷》让我不禁晃神了——就是那种你抬头看看时钟才发现两小时转瞬即逝的恍惚感。
这个少见的解谜游戏的设计理念是让玩家不断推进游戏进程,并且在此过程中不会感到沮丧灰心——我坐一会儿就玩通关了,压根不晓得这个下午是怎么过去的。《纪念碑谷》实在是引人入胜,游戏里有各种设计精妙的谜题,那温暖的氛围不仅抚慰人心,而且令人着迷。
《纪念碑谷》让我化身为小小的艾达,她是一位公主,游走在这个充满古怪几何体以及奇妙逻辑性的世界。这款游戏的文字说明语调轻松,气氛却非常沉重。这个世界的过去有一段故事,艾达的流浪之旅中有着某种重大的意义。
这个游戏以障碍物为中心设计了各种三维空间谜题。你只要点一下屏幕就能指挥艾达朝着你希望的地方走动,如果你能找到平面,她就能走过去。一开始的谜题还挺简单的——我要指挥艾达走到开关那里,又或是通过转动景观让两个平面连接起来,给主人公开辟出一条道路来。这个玩法随后逐渐演化成非常复杂的系统结构,包括各种开关、齿轮和滑轮,时机的把握也变得更加重要。《纪念碑谷》会将我所需要知道的技巧逐一传授给我,引导我做出正确关联以及合乎逻辑的跃进,直到我非常自然地找到通过这一章的方法。
《纪念碑谷》只有十章,每一章有好几个画面,我花了差不多三小时就将游戏通关了,但这几个小时是一段非常特别的经历。游戏配图美轮美奂,还有各种总能说得通的谜题——尽管我要在这个色调柔和的世界里扮演一位能够在墙上走路的公主。这个美妙的游戏过程并不长,但它一直萦绕在我的心头,仿如一个不愿忘怀的美梦。 “Early on in the project someone said it would be great if every frame of the game was so beautiful you’d want to hang it on your wall as a piece of art,” says Ken Wong, artist and designer of Monument Valley. “That became our ambitious[野心勃勃的] goal.”
“I like to think that video games can be a bit more open to interpretation[理解], like music. It was always important to us for players to be able to figure out what to do on their own, with little or no instruction[指令] from the game,” Wong explains. “We hope players will stay engaged[使用中的] for the same reasons they might enjoy a walk through a museum or an art gallery. We know there are mobile gamers out there looking for this kind of thoughtful, aesthetic[美学的] experience.”
“有人在项目开发初期说,假如这个游戏的每一幕都是如此美不胜收,让你忍不住将它挂在墙上,就像一件艺术品一样,那可就太棒了,”《纪念碑谷》的画师兼设计师肯·王这样说道。“这句话就成了我们的宏伟目标。”
“我总觉得游戏应该有更多(给玩家自行)理解的空间,就像音乐一样。游戏本身提供很少或者完全没有说明,让玩家自行决定怎么做,这对我们来说一直是至关重要的一点,”王解释道。“我们希望玩家会保持兴趣,正如他们也许喜欢在博物馆或者画廊里尽情漫步一样。我们知道总有那么一些移动游戏玩家渴求着这种需要开动脑筋、同时充满美感的游戏体验。”