引用桌游设计师Mark Rosewater的一段话
"One of the biggest arguments against randomness is that it takes away from skill, the idea being that having everything under your control rewards the better players. Turns out it doesn’t quite work that way. Let me explain. Random events happening in a game force players to do several things. One, they have to identify what is happening and what it means to the current game; two, they have to deduce how best to use the new variable to bend the game to their favor; and three, they have to maximize their other resources to take advantage of the new variable. It turns out that doing all this is pretty complicated and thus the more experienced players are much better at it. The more unpredictable, unknown variables that get added to a game, the more opportunity there is for the better player to take advantage of them. ... It turns out that the ability to react requires a lot of skill."
我深有同感。很多人认为随机性降低了游戏的策略性,其实不然。出色的游戏设计将随机性置于可反应的对面,即玩家可以对随机性进行策略调整以达到较好结果,使得游戏性和策略性完美共存。当然完全没有随机性的游戏依赖于玩家互动仍可以做的非常出色,如Caylus、Puerto Rico、Agricola、战棋中的ASL等。但是引入适当随机性的游戏更加具有乐趣而不是较深策略,如Power Grid、Race for the Galaxy、Combat Commander,甚至Manila。
另外,掷骰所带来的随机性并不真正随机(受《黑天鹅》影响)。实际中的变数往往不是呈钟状曲线,而是其他形态。所以很多设计者尝试用卡牌系统来创造随机性。
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