通往自治世界:自治性与自动化

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作者:Neilson 编译:KaiKai & GINK,AW Research

你需要成为世界极大主义者,要自动化你的自治性。发展涌现,制造紧急情况,NPC,AI。你需要嘲笑那些拥有「我差不多懂了」的视角的人。你需要建造一个大篝火,每个玩家都是一块热煤。

在自治性的祭坛上,水晶剑朝着牺牲品刺去,然后——停下来了。颤抖的匕首悬浮在和表面毫厘之差的地方。然后,画面变黑。你醒来,躺在床上,你已经为一个游戏工作了两十年。发布会在明天。那里没有石头神庙、匕首或受害者。自治性的祭坛在一个梦中,自动化的梦中。

自治性与自动化。

「玩游戏意味着自愿去克服种种非必要的障碍。」

——伯纳德·苏茨,《蚱蜢:游戏、生命与乌托邦》

但是

孩子们早早地意识到玩耍是纯粹享受的机会,而游戏可能涉及相当大的压力。

——布鲁诺·贝特尔海姆,1987 年 3 月《大西洋》杂志

然后

「作为前缀,auto- 不仅表示『自我』,作为个体和独立,还通过理性和权力的方式描述了来自内部的指令、决策和动机。」

——斯蒂芬妮·谢尔曼,《自治纪元》

Fortnite 和 Roblox 是两个游戏堆栈,它们正在自动化其玩家(通过让玩家在游戏中创建游戏)。从某种程度上说,这是好事,因为游戏一直是将其玩家变成自动机的工具。但是哪种自动化?脑海中浮现出消极的定义,一幅将玩家描绘成单调的工厂工人的画面,他们在自己的世界中无休止地工作,持续地接受滴注。不幸的是,我们承认这在某种程度上是事实。然而,积极的定义将玩家视为出让一些自主权并将其交换到规则中的人,一种有趣的自动化。而且,与其感觉受到规则的限制,玩家们可以自由地行动,实现以前无法实现的自治权。

通往自治世界:自治性与自动化

自治性和自动化之间形成了一种富有成效的紧张感,其中没有好坏,也没有一方比另一方更值得受欢迎。玩家们总是在委托、交换、推迟、发现和重新发现自己的自治性,这是在自动化中进行的。考虑到通过营销,一个游戏可能会诱使潜在玩家承诺他们将在游戏世界中尽其所能做任何他们想做的事情。并且,他们的选择将产生后果。悖论在于,他们只能在设计师为他们设计的范围内自由行动。这当然不是游戏的暴君行径,而是游戏的美丽之处。

因此

同意游戏的规则就是同意成为一个有趣的自动机,换言之,同意被引导进入自己的新体验,进入自己的自治性的新体验。玩家们接受这样一个矛盾,即他们在游戏中可以自由做任何事情,但前提是他们要遵循游戏的规则。高级别的玩家可能会被说成是机器般的,但最好的玩家则是独一无二的。他们可能有自己的特殊动作或风格,通过自动化发现自己自主性的新元素。游戏是通过自我掌握实现自我发现的机制。

自动化与自治性

自治性是不可分割的自我部分,但也是自我创建和遵循的内部规则。自动化是将内部规则推迟到外部规则时发生的生产力。你的游戏将在一个小时内发布,你在等待玩家。二十年来,你一直在研发一种技术,让你的玩家可以做很多事情,但也不可以做某些事情。很快,通过自动化自己,他们将能够探索自己。水晶匕首刺入你的胸膛。你松了口气。

第二部分

「如果当代社会的意识形态理论家真的存在的话,我们可以想象他们戴着幼稚的青少年帽子,兴高采烈地登陆他们的动物森友会账户,然后前往董事会会议。」——费德里科·坎帕尼亚,《一间有门的房间》

出于以下的原因,将电子游戏重新定义为自动化与自治性的良性交换大有裨益。首先,电子游戏带来的文化体验已经超越了「自愿去克服种种非必要的障碍」的范围,因此,我们需要一个更广泛的对电子游戏的定义。但接下来的常规操作是尝试将电子游戏提升到现实生活的地位,但这总是很难令人满意。这主要是因为,我们既不知道什么是「真实」又不知道什么是「生活」。为了从相反的方向来表明这一观点,可以说,市场、政治、爱情和自由都是游戏——实际上人们正是通过游戏的语言才得出这个想法的。我们开始通过游戏的视角看待世界,这也是我们不能将所谓的现实生活塌缩成游戏的原因,游戏是一种关于如何看待生活的介质。

「我拒绝将足球视为战争的概念。战争就是战争。我们不需要替代品,因为我们已经有了真正的东西。」——唐·德利洛,《终区》

通往自治世界:自治性与自动化

自动化和自治性使我们能够讨论玩游戏的体验,或者更确切地说,感觉到自己是被玩的那个人。生活中的某些日子,我们是 NPC,而在其他日子,我们是主人公。在游戏世界中,数十亿的玩家聚集在庞大的虚拟几何形状中。在虚拟和空间上令人印象深刻,同时还有一个不断发展的叙事和内容的广阔时间维度。游戏在我们的日历上留下了印记,事情变得令人困惑。在玩游戏的数百万年后,人群异口同声地问:「我在这里花了这么多时间,我难道没有任何控制权吗?」玩家在进入时交换了他们的自主性,但现在他们想要回来,他们是在要求离开游戏吗?不,他们想要一个新的游戏。

自治世界

新游戏是自治世界,这篇文章所回应的概念。这是一个创新的媒体项目,可以在其中编码存在和延伸的条件。从本质上讲,这是一个计算项目,旨在将自动化的玩家重新引导到他们的世界中。这是通过要求设计师接受无需许可和可组合的世界,让玩家放下手柄并成为设计师。割掉蛇头,以便在其位置长出十个头。如果玩一个《过山车大亨》游戏是将自己自动化为游乐园策划者,那么一个自主的《过山车大亨》是模拟游乐园策划者的自动化。推动飞轮。

通往自治世界:自治性与自动化

「文明通过扩展我们可以在不考虑的情况下执行的操作数量而进步。」——阿尔弗雷德·诺斯·怀特黑德

回到 Fortnite 和 Roblox。玩家正在成为设计师,创建游戏的新规则,自动化新玩家,创造新的自主权——这是正反馈的过程。这种玩家 - 设计师的永动机是否存在?是的,有了大规模的现场运营团队不断向世界注入新奇。但是,设计师如何让自己在自治世界中变得不再重要?有些游戏中,玩家在游戏内仍然可以玩设计的角色,像《过山车大亨》和 Fortnite 有点像这样。那没关系。然而,当玩家完全能够改变游戏的规则时,他们不再在游戏中。那也没关系。要真正将玩家变成设计师,就要彻底颠覆游戏。

「制作游戏将难以建造桥梁的一切与创作歌剧的一切结合在一起。游戏基本上是由桥梁制成的歌剧。」——弗兰克·兰茨,《游戏之美》

视频游戏是自治世界的出发点,而不是目的地。想象一下,一个成功的新媒体,它成功了视频游戏。它可能具有哪些特点?一种用于创建规则和叙述的协议。不同的叙事和世界创造工具,交换有序情节以获得水平的维基。使用自然语言进行角色和环境创建。一种设备或硬件,就像 GPU 一样,但用于加速不同于图形的某种接口。嵌入到媒体本身的作者种子,最大化分享和扩展,或者是秘密。与参与者的自主性和自动化产生积极互动的体验。不断在 NPC 状态和玩家状态之间委托的媒体。一种媒体,它包括了我们如何玩弄世界以及世界如何玩弄我们的方式。

Neilson 是一位设计师,目前正在 engine_study 开发一款新游戏。

感谢 Nicole 和 Vera 对这篇文章的帮助。这篇文章起源于自主世界社区内的许多讨论,特别要感谢 ARB、GVN、Lermchair、0xHank 和 Small Brain Games 的支持。


The author compiles that you need to be a world maximist, to automate the development of your autonomy and create an emergency, you need to laugh at those people who have a perspective that I almost understand, and you need to build a big bonfire. Every player is a hot coal on the altar of autonomy, and the crystal sword stabs at the victim, and then stops. The trembling dagger is suspended at a distance from the surface, and then the picture turns black. You wake up and lie in bed. You have been working for a game for 20 years, and the conference will be there tomorrow. There are no stone temples, daggers or altars for victims' autonomy in a dream. Autonomy and automation in a dream. Playing games means voluntarily overcoming all kinds of unnecessary obstacles. Bernard Soutz grasshopper plays life and utopia, but children realize early that playing is an opportunity for pure enjoyment, and the game may involve considerable pressure. Bruno Bettelheim's Atlantic magazine then used it as a prefix to express not only self as an individual and independence, but also through rationality and power. The autonomous era of Stephanie Sherman and the two game stacks are described. They are automating their players by letting them create games in the game. To some extent, this is a good thing, because the game has always been a tool to turn their players into automata, but what kind of automation comes to mind? A negative definition depicts the players as monotonous factory workers. They work endlessly in their own world and continue to receive drip. Unfortunately, we bear it. It is true to some extent, but the positive definition regards players as people who transfer some autonomy and exchange it into the rules. It is an interesting automation, and instead of feeling restricted by the rules, players can act freely to realize the autonomy that could not be achieved before. There is a fruitful tension between autonomy leading to the autonomous world and automation. There is no good or bad, and neither side is more popular than the other. Players are always entrusted to exchange push. Discovering and rediscovering their autonomy is carried out in automation. Considering that marketing a game may induce potential players to promise that they will do whatever they want in the game world and their choices will have consequences, the paradox is that they can only act freely within the scope designed by designers. This is of course not the tyrant's behavior of the game, but the beauty of the game. Therefore, agreeing to the rules of the game is to agree to become an interesting automaton. In other words, players who agree to be guided into their own new experience and their own new experience of autonomy accept the contradiction that they are free to do anything in the game, but only if they follow the rules of the game. High-level players may be said to be machine-like, but the best players are unique. They may have their own special actions or styles to discover their new elements of autonomy through automation. The game is a mechanism of self-discovery through self-mastery. Autonomy Autonomy is an inseparable part of self, but it is also an internal rule that is created and followed by self. Automation is the productivity that happens when internal rules are postponed to external rules. Your game will be released within an hour. You are waiting for players. For twenty years, you have been developing a technology that allows your players to do many things, but they can't do some things. Soon, through automation, they will be able to explore themselves. If the crystal dagger pierces your chest, you will be relieved. Part II. If the ideological theorists of the society really exist, we can imagine that they are wearing childish teenagers' hats and happily logging into their animal friends' association account and then going to the board meeting in Federico Campania. It is beneficial to redefine video games as a benign exchange between automation and autonomy for the following reasons. First, the cultural experience brought by video games has gone beyond the scope of voluntarily overcoming various unnecessary obstacles, so we need a broader one. There is a general definition of video games, but the next routine operation is to try to raise video games to the status of real life, but this is always unsatisfactory, mainly because we don't know what is real and what is life. In order to show this view from the opposite direction, it can be said that market politics, love and freedom are games. In fact, it is through the language of games that people come to this idea. We began to look at the world from the perspective of games, which is also what we can't call. The reason why real life has collapsed into a game is a medium about how to look at life. I refuse to regard football as the concept of war. War is war. We don't need substitutes because we already have something real. The autonomy and automation of Donatello terminal area lead to the autonomous world, which enables us to discuss the experience of playing games or, more precisely, feel that we are the person who is being played. On some days in life, we are the protagonist, while on other days, we are the protagonist. In the game world, billions of players gather in a huge virtual geometry, which is impressive in virtual and space. At the same time, there is a vast time dimension of developing narrative and content. The game has left a mark on our calendar, and things have become confusing. After millions of years of playing the game, the crowd asked me in unison, I have spent so much time here. Don't I have any control? Players exchanged their autonomy when they entered, but now they want it back. They want it. Do you want to leave the game? No, they want a new game, the autonomous world. The new game is the concept that this article responds to. This is an innovative media project in which the conditions of existence and extension can be coded. In essence, this is a computing project aimed at redirecting automated players into their world. This is by asking designers to accept a world that does not require permission and can be combined, so that players can put down their handles and become designers to cut off snakeheads in order to grow ten heads in their positions. A roller coaster tycoon game is to automate himself as an amusement park planner. Then an independent roller coaster tycoon is to simulate the automation of amusement park planners, push the flywheel to the autonomous world. Autonomy and automation civilization are improved by expanding the number of operations we can perform without considering. Alfred North whitehead is back to being a designer and creating new rules of the game. Automating new players and creating new autonomy is a positive feedback process. Does this kind of player designer's perpetual motion machine exist? Yes, there is a large-scale on-site operation team that constantly injects novelty into the world, but designers. 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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