Chen Ziyun, Popsoft
After development of half a century, video games became a highly complex interactive entertainment product, where the traditional classification such as AVG, RPG, RTS, was confronted by the mixed-type games and became insufficient. Recently, with the smartphone popularization and new gamers’ explosion, the old classification system lost its explanatory ability and failed to explain the popularity of newly emerged games. As a media practitioner, I can see the pressing need of a new classification system, which I will state in detail in this paper. Technique, Strategie, Simulation and Culture are the four pillars that constitute the evaluation system that’s based on my practice, experience and analysis.
文化好玩,情怀有价——评估电子游戏的四个维度
大众软件 陈子赟
电子游戏历经半个世纪的发展,已经成为高度复杂的互动文化娱乐产品,原有的AVG、RPG、RTS等类型划分,在越来越多的混合玩法游戏面前已显捉襟见肘,而近两年随智能手机普及带来的新玩家人口大爆炸,”好玩”与”好卖”的诸多”预期违背”现象一再让业界——包括厂商、”传统”玩家、媒体及学者大跌眼镜,”游戏性””可玩性””上手度”以及”卡牌””IP””情怀”等词汇都有了新的含义。笔者作为一名游戏媒体从业者,在日常工作中需要一种能兼顾”古今”的工具、方法论。技巧、策略、养成、文化四维评估体系即为笔者从实践中分析、归纳、概括以及做减法后的产物,具有经得起推敲的普适性。其中,”文化”是一款游戏的灵魂,独立游戏制作者的”情怀”与游戏大厂的”IP”本质上都是一回事。
Author Info:
Chen Ziyun, a media practitioner,got a copycat-Nintendo FC in 1992 at 4-year-old, and played Arcade video game in the movie theater of home town.First contact with computer game “wolfenstein 3D” in school computer room at 1996. Entry Popsoft in the autumn of 2012.Currently pushing forward a video game-evaluation system with four dimensions : the techniques, strategies, cultivation, and culture.