Playmint主题演讲:在Downstream游戏中扩展“共享现实”

币圈资讯 阅读:40 2024-04-22 09:43:41 评论:0
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嗨,我是 Luke Gibson,Playmint 的联合创始人之一。

我们现在正在开发一款名为 Downstream 的游戏。这是他完成后的样子,不过目前游戏的外观还略有不同,主要我们不想让用户误以为游戏已经开发完成,所以故意保持低调。

Downstream 是一款后奇点文明模拟器(post-singularity civilization simulator),我稍后会进一步解释这意味着什么。

我们的开发过程还处于非常早期的阶段,但你已经可以做的一件事就是扩展彼此的共享现实(shared reality)

Playment的目标之一,就是创造一个游戏,让玩家能够共同构建我们无法想象的新事物。

游戏行业的人听完会说:“哦,你是指像Roblox那样的社交UGC(User Generated Content)游戏?”而加密行业的人则会说:“哦,你是指像Loot那样的无需许可的可组合性?”

我们虽然同样欣赏以上两个概念,但我们认为他们依然无法全面反映我们的观点。所以,今天我要谈谈我们所做出的决定,或正在做的决定,因为我们试图弄清楚如何扩展共享现实(shared reality)

01.社交 UGC 游戏的问题

目前市场上的前三大社交UGC游戏(Minecraft、Roblox 和 Fortnite)即将拥有十亿用户,这是非常庞大的用户量。

虽然还无法达到像TikTok、Instagram等社交媒体应用数十亿用户的规模,但由于游戏的用户数往往更小,所以这些游戏的规模实际上已经非常可观。

对此比较乐观的见解,就如guiltygyoza (Topology创始人)所说:“这显示出人们更喜欢站在创作者的视角,积极地创造和表达,而不是被动地消费。”

但相对悲观的观点是,大多数人消费的内容只来自一小部分用户,而这些平台上的主流行为依然是消费而不是创造。

但这些批评还不是问题的全部。确实,社交平台的绝大多数用户都至少创作过一次内容。所以说,大多数用户都曾经尝试过成为一名创作者。

但是目前社交UGC游戏的关键问题是,玩家只能创造那些游戏开发者已经预设好的内容。而就所谓的共享空间(shared space)而言,实际上他们的“共享”程度远不及人们的预期。

02.发挥可组合性的现实障碍

那么,无需许可的可组合性呢?

正如Agnes所说,人们越来越倾向于认为链上游戏默认具有无需许可的可组合性。人们不仅可以在你的游戏上创造新内容,同时别人也无法限制他们创作。

我们甚至开玩笑说,我们终于找到了“开发者难道不能做点什么吗”的答案,那就是:“是的,你可以。”

关于这个话题有一些很棒的文章。我非常喜欢Guiltygyoza 的 《Composable Engineering》 和 Ronan 的 《Natural Composability in Autonomous World》。

Loot社区就是最好的证明,证明这些是可行的。但目前在你的产品之上进行构建依然存在障碍。简单来说就是门槛太高,同时激励又太低。

难道只有工程师才能在现有产品上进一步创新吗?真的应该让用户去整合各种不同的计算系统吗?这难道就是所谓的“中间件王国”,也就是说过度依赖于中间件来实现不同技术之间的集成?

同时,这么做的激励又太低。所以很多人都说:“嗯,如果基于可组合性继续构建产品能让我获得更多的用户,那当然很好。但如果那里现在还没有什么用户,与其基于可组合性继续开发,还不如自己重新做一个产品。”

所以,尽管许多人认为无需许可的可组合性潜力惊人,但我们认为目前的激励依然远远不够。

03.我们需要民主化的可组合性

请你想象如果现在我们有十亿个“巫师”,每个“巫师”都有能力扩展彼此共享的现实世界,那将会是什么样的情景?这是个游戏,还是一个去中心化平台,还是一个自主世界?

我们虽然并不百分之百确定,但我们正在考虑一些关键的问题,那就是:谁能成为“巫师”?这些“巫师”具有什么能力?以及这些“巫师”能用这些能力做些什么?

那么,谁能够成为“巫师”?我们当然希望是每个人都可以拥有成为“巫师”的能力,而不仅仅是开发者。我们想要民主化的可组合性,让每个人都有机会尝试。这是一种属于人民的可组合性。

事实上,我们想要将扩展游戏本身设计为整个游戏体验中的一个有机部分,这导致我们开始讨论BX(Building Experience),也就是建设者体验的重要性。

这引发了我们一系列的思考。这里介绍的是我们的建筑制造工具。当你在此创建一种新型建筑时,实质上你是部署了一个智能合约,这使得Downstream的世界中任何人都能建造同样的建筑。

对于工程师来说,我们提供了命令行工具和YAML(Yet Another Markup Language)配置文件的使用方式;而对于非工程背景的用户,我们设计了一个直观的图形用户界面(GUI)方便其进行操作。

因此,我们也在深入思考如何提高系统的可用性。也就是我说的,可用性高于强大的功能(usability before power)。

我们希望人们可以拥有改变事物运作方式的能力,所以系统需要以人们能够理解的方式工作。

因此拟物化(skeuomorphism)和比喻(metaphors)的设计风格将扮演重要角色。当数字物理学能够找到与现实世界物理学相对应的例子时,用户就会更易于理解。

04.我们准备赋予“巫师”的能力

那么,成为巫师意味着拥有怎样的能力呢?

我曾提到,在线多人游戏并不总能像他们表面上展示的那样可以提供一个共享空间。作为一个来自传统游戏产业的从业者,我觉得有必要指出:游戏在某种程度上是在为保持你的乐趣而“作弊”。

这么做是因为游戏的设计初衷是让玩家开心。如果你不再感到乐趣,那么你就会停止游戏,转而去做其他事情。这和This Cursed Machine(一个玩家被困在无法逃脱的设备中的游戏)中的背景截然不同。

因此,游戏设计面临着强烈的进化压力,他们要么尽可能地调整难度以符合你容忍挫折的极限,要么简单地直接给你带来快感。

但是,一个“世界(World)”并不保证你总会赢,对吧?在共享空间(shared space)中实现这种善意的操纵要困难得多。这种设计理念虽然能为某些类型的游戏提供最佳体验,但你并不想仅仅被动地接受多巴胺。你的目标是变成一个真正的“巫师”,不是吗?

因此,我们的目标是把你培养成一个强大的“巫师”。为此,我们在Downstream游戏中首先需要实施一些关键措施,包括自动加载插件和实现简单的数字物理学规则。

自动加载插件的功能让许多游戏可以支持扩展,但很少有游戏像我们这样,在玩家进行游戏的同时,允许他们扩展一个单一的共享现实空间,就好像玩家在同一个虚拟空间中互动一样。这体现了我们对游戏扩展的追求——将游戏的扩展视为游戏体验的一部分。

通过自动加载插件,玩家一旦部署了一个新的建筑设计,这个设计就会立即出现在所有玩家可建造物品的列表中。这不仅仅是模块化的体现,更是一种实时的动态组合能力。

05.数字物理学

接下来我们谈谈数字物理学(Digital Physics)。由于你可以在Downstream游戏的建筑中实施自定义的逻辑,这在理论上赋予了其巨大的潜力。

但实际上,玩家想要了解自己能做什么并不容易,在缺少我们帮助的时候玩家也很难进行故障排查。那么,数字物理学究竟是什么,他为什么能帮助我们呢?

正如Justin今天早些时候所说,数字物理学不仅仅是游戏规则的另一个时髦叫法。guiltygyoza也特别强调,“有了物理学,就可以进行工程设计。”

如果游戏对玩家可以建造什么设定了一些并不完全自洽的规则集,则可能会让玩家仍然感觉自己被限制在某种有意设计好的轨道上。

数字物理学则是将规则内置于游戏世界中,使人们能够在这个基础上创造全新的东西。

因此,我们设计了一个原子系统,使玩家能够利用现有材料来创造新物品。

在Downstream中,我们设计了三种不同的Goo,这类似于一个基础的建筑模块系统,他代表了一种非常基础的数字物理学形式。这种设计对我们非常有利,因为他使更多玩家有机会成为“巫师”。

数字物理学虽然具有潜力,但也面临着一些固有的限制。我们遇到的一个批评是,“建筑块这种概念并不新颖,为何不尝试一些更令人兴奋的创新?”

我将简略说明这一点,不过要指出的是,硬件能力是一个瓶颈。物理规则的底层实现越复杂,实时计算他们的难度就越大。

接下来我们谈一谈“湿件(wetware)”(译者注:wetware是由“硬件”(hardware)和“软件”(software)衍生出来的概念,指代如人脑这种处理信息的生物组织,此处指参与数字物理学设计的数字物理学家。)。

如果你深入到非常基础的物理层面,就需要物理学家来帮助构建可供人们进一步开发的工程基础。我们并不打算深入这个复杂领域。

因此,在2023年,当你在区块链上开发游戏时,你需要考虑到底应该在哪个抽象层次上构建你的物理模型?

我们认为,创造出具有世界感的体验至关重要。成功的抽象设计能够让玩家感受到仿佛身处另一个世界之中,正如Minecraft通过将世界分割成1米×1米的方块所实现的那样,这让每个人都认同“这确实感觉像是一个世界”。

但即便是在像乐高这样典型的可组合系统中,也仍然存在着相当程度的随意性。在1960年代他刚诞生时采用了经典的2x4砖块设计,而今天的乐高砖块则是这个样子,一种简洁的外表面设计。那么,为什么系统会变得越来越随意和具有主观性呢?

也许理想状态下系统可以包含的随意性并不必须是零。因此,尽管这个观点可能存在争议,但依据主观意图设计的系统相比于那些为了给玩家提供更多选择空间而优化的中立系统来说,可能构建起来更加有趣。

我认为,像“This Cursed Machine”这样的例子再次证明了这一点。你是更想在一个自由创造的沙盒中进行构建,还是更愿意成为一个“Stump”(译者注:此处Stump为游戏This Cursed Machine中对玩家身份的设定,大致可理解为一个充满限制的环境)?

这就引出了我们目前的工作重点:“巫师”,也就是创造者应该如何运用他们的能力?我们为目前所开发出的能够实现实时组合性的系统感到非常骄傲。我们可以进一步增强游戏的物理系统、更好的建设者体验(BX)。

但我们选择将重心放在构建世界(world building)上,因为我们想打造一个鼓励人们创造的环境。以Gaul为例,这个游戏中的目标非常直观,就是建造道路。这正是我们目前致力于实现的内容。

从另一个角度来看,“一个世界的自主性越强,则其胜利条件越是应该由玩家来定义。同理,胜利条件越是可以由玩家定义,则这个世界的自主性就越强。”

所以,我们需要在自由探索的沙盒和目标明确的游戏之间实现平衡。这就是我们构建的世界的本质。

我会略过剩下的内容。在世界构建(world building)中,PVE(player versus entropy,即玩家对抗熵)扮演着关键角色。那么,你的世界中存在哪些混乱与无序呢?非常感谢你的倾听。


Hi, I'm one of the co-founders. We are developing a game called, this is what it will look like when it is finished, but the appearance of the game is still slightly different at present. The main reason is that we don't want users to mistakenly think that the game has been developed, so we deliberately keep a low profile. It is a post-singularity civilization simulator. I will further explain what this means later. Our development process is still in a very early stage, but one thing you can do is to expand each other's shared reality. One of the goals is to create. A game allows players to jointly build new things that we can't imagine. People in the game industry will say, Oh, you mean social games like that, while people in the encryption industry will say, Oh, you mean the combination without permission like that. Although we appreciate the above two concepts, we still don't think they can fully reflect our views, so today I'm going to talk about the decisions we have made or are making because we are trying to figure out how to expand the sharing of real social games. At present, the top three social games on the market are about to have one billion users, which is a very large number of users. Although it can't reach the scale of several billion users of social media applications, the scale of these games is actually very considerable because the number of users is often smaller. As the founder said, this shows that people prefer to actively create and express from the perspective of creators rather than passively consume, but the relatively pessimistic view is that most people will disappear. The content of the fee only comes from a small number of users, and the mainstream behavior on these platforms is still consumption rather than creation, but these criticisms are not the whole problem. It is true that most users of social platforms have created content at least once, so most users have tried to become creators, but the key problem of social games at present is that players can only create content that game developers have preset, and in terms of so-called shared space, their sharing degree is far less than that of people. What about the composability without permission? As said, people are more and more inclined to think that online games are composable without permission by default. People can not only create new content in your game, but also others can't restrict their creation. We even joked that we finally found the answer that developers can't do something. That is, yes, you can have some great articles on this topic, and the community I like very much. It is the best proof that these are feasible, but there are still obstacles to building on your products at present. Simply put, the threshold is too high and the incentive is too low. Can only engineers further innovate on existing products? Should users really integrate different computing systems? Is this the so-called middleware kingdom, that is, relying too much on middleware to realize the integration between different technologies, and the incentive to do so is too low, so many people say, well, if the foundation. Composability: It's great that I can get more users by continuing to build products, but if there are no users there now, it's better to make a new product by themselves than to continue to develop based on composability. So although many people think that the potential of composability without permission is amazing, we think that the current incentives are still far from enough, and we need democratic composability. Please imagine that if we have one billion wizards now and each wizard has the ability to expand the real world shared by each other, it will be What kind of scene will it be? Is it a game, a decentralized platform or an autonomous world? Although we are not 100% sure, we are considering some key questions, that is, who can become a wizard, what abilities these wizards have and what these wizards can do with them? Then who can become a wizard? We certainly hope that everyone can have the ability to become a wizard, not just developers. We want the combination of democratization to give everyone a chance. Trying this is a kind of composability that belongs to the people. In fact, we want to design the extended game itself as an organic part of the whole game experience, which leads us to discuss the importance of the builder's experience, which leads us to a series of thoughts. Here is our building manufacturing tool. When you create a new type of building here, you actually deploy an intelligent contract, which enables anyone in the world to build the same building. For engineers, we provide it. For users with non-engineering background, we have designed an intuitive graphical user interface to facilitate their operation, so we are also thinking deeply about how to improve the usability of the system, that is, the usability I said is higher than the powerful function. We hope that people can have the ability to change the way things operate, so the system needs to work in a way that people can understand, so the design style of materialization and metaphor will play an important role when digital physics is used. When we can find examples corresponding to real-world physics, it will be easier for users to understand that we are going to give wizards the ability. So what kind of ability does it mean to be a wizard? I mentioned that online multiplayer games don't always provide a shared space as they seem. As a practitioner from the traditional game industry, I think it is necessary to point out that the game is cheating to keep your fun to some extent because the original intention of the game is to let play. Happy at home, if you are no longer having fun, you will stop the game and do something else, which is quite different from the background of a game in which a player is trapped in an inescapable device. Therefore, game design is under strong evolutionary pressure. They either adjust the difficulty as much as possible to meet the limit of your tolerance for setbacks or simply bring you pleasure, but a world does not guarantee that you will always win, right? It is much more difficult to realize this kind of manipulation in shared space. Although it can provide the best experience for some types of games, you don't want to passively accept dopamine. Your goal is to become a real wizard, isn't it? Therefore, our goal is to cultivate you into a powerful wizard. For this reason, we need to implement some key measures in the game first, including automatically loading plug-ins and realizing simple rules of digital physics, so that many games can support expansion, but few games like us allow players to expand a single shared real space while playing games, just like players interact in the same virtual space. 比特币今日价格行情网_okx交易所app_永续合约_比特币怎么买卖交易_虚拟币交易所平台

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