互联网与文化atlasobscura.com
地图揭示《选择你自己的冒险》丛书的结构
Maps reveal the structures of ‘Choose Your Own Adventure’ books
2017 — 2019,它一次次回到首页
黑点是上首页(≥ 50 分)的那次投稿,空心点是没冲上去的投稿,点越大分数越高。
导读
这篇文章用地图/流程图呈现《Choose Your Own Adventure》这类互动书的内部结构,让读者直观看到选择如何分叉、汇合和导向不同结局。它把童年读物里的分支叙事变成可分析、可比较的可视化对象。
为什么经久不衰:它把一种经典互动叙事形式的结构摊开来看,既满足怀旧,也让人理解分支故事和游戏设计的基本套路,今天读仍有启发。
HN 评论精选
Fighting Fantasy/Sorcery 在分支互动叙事上走得更远,《Creature of Havoc》以高难度和防作弊机制闻名。
遗憾的是,他们没有给《Fighting Fantasy》或 Steve Jackson 的《Sorcery!》系列画这种图。Jackson 和 Livingstone 把这个形式推进得比《Choose Your Own Adventure》远得多。我最记得《Creature of Havoc》:你扮演一个智商有限的怪物,被迫解开自身存在的谜团;书里用了各种防作弊手法,比如“如果你有钥匙,就把钥匙上的数字加到当前页码上开门”。其中一个谜题至今还有人讨论;13 岁时我和朋友花了两三个月才破解。
harryf查看英文原文
Shame they didn't map some of the Fighting Fantasy books ( http://www.fightingfantasy.com/ ) or Steve Jackson's Sorcery Series ( https://en.wikipedia.org/wiki/Sorcery! - now made into a series of mobile apps http://www.inklestudios.com/sorcery/ ). Jackson & Livingstone really pushed this format far more than the "Choose Your Own Adventure" books. Most of all I remember "Creature of Havoc" ( https://en.wikipedia.org/wiki/Creature_of_Havoc ) as being amazing and extremely hard. Instead of being an adventurer you play a monster with limited IQ forced to unravel the mystery of your own existence. It employed various techniques that prevented cheating like "If you have the key, add the number written on the key to this page number to open the door". One of those puzzles still has people discussing it http://laurencetennant.com/bonds/creatureofhavoc.html ( contains spoilers ). At 13 years old it took me and a friend 2-3 months to finally crack it.
可视化往往来自剔除多余概念、把领域缩到少数可组合原语;CYOA 地图正是这种做减法的例子。
这引出一个有趣问题:要以有用的方式可视化一个程序,是不是就是在做减法?把多余东西都拿掉,只留下文本节点和链接,就变得容易可视化了。很多领域都是删到只剩少数概念后才变得直观,比如表单、CAD、音乐、游戏引擎和建站工具。函数式编程也许能把“所有程序”收缩成少数可组合原语,从而做可视化,但不能删得太多以致不再通用。
dustingetz查看英文原文
It raises some interesting questions. To vizualize a program in a useful way, is it an exercise in what you can take away? Take away everything so all you are left with is text nodes and links, and that is something easy to visualize. This is all so obvious but it never solidified concretely like this for me until now. The following domains have a bunch of stuff taken away from them, you're left with a narrow domain of very few concepts, and once narrowed it is intuitive to make a visual tool: webforms - google forms relational forms - airtable computer aided design music - OneNote mathematica video games - unity website - squarespace crud app - hyperfiddle.net world wide web - internet explorer, or html Functional programming may be a way to narrow down the set of "all programs" to a few primitives that can be modeled visually, but not take away so much that it is not useful for general purpose programs. Maybe visualizing pure expressions as a tree of function calls or as an execution graph. IDEs can already do this for imperative & object oriented programs, but you end up with a hairball, the visualization is not useful enough that we no longer need, for example, to write code in files. What other ways can we attack a large domain like "enterprise business apps" and take things away until left with a few simple composable primitives?
《Detroit: Become Human》用类似分支地图让玩家理解选择与结局,并鼓励重玩。
这种地图格式被较近的游戏《Detroit: Become Human》采用了。我觉得它是对 Telltale 式分支叙事的一次很棒的刷新:游戏一上来就明确告诉你选择如何影响每章结局。与大多数分支驱动游戏不同,它鼓励你多玩几遍、达到 100% 看全内容,并给你让这件事更容易的工具。
013a查看英文原文
This mapping format was used in the (relatively recent) video game Detroit: Become Human [1]. I found it to be a refreshingly fantastic take on Telltale-style branching story paths; they're instantly upfront with how the choices you made played into the outcome of each chapter. Unlike most branch-driven walking simulators, they want you to try it again a couple times, and reach 100% to see everything, and they give you the tools to help make that easier. [1] (not too many spoilers; this is the map for the very first chapter) http://www.powerpyx.com/wp-content/uploads/detroit-hostage-100.jpg
80 年代的 CYOA/单人 RPG 书对缺少玩伴的乡村孩子尤其重要。
这些书在 1980 年代对孩子来说非常火。还有《Choose Your Own Adventure》和 RPG 结合的书:你掷骰子打怪,书本身充当地下城主,所以可以一个人玩。住在农村、没有别人一起玩 D&D 时,这些书真的很酷。一本书能玩的次数有限,但不止一次;当时的孩子也没有即时满足和不断更新内容的期待,所以那样就挺好。
ben7799查看英文原文
Yah these were huge as a kid in the 1980s. There were also these combination choose your own adventure/RPG books. It was an RPG where you rolled dice and fought monsters but the book acted as the DM so you could play by yourself. Living out in a rural area having no one else to play D&D with those books were really cool. You had a limited # of plays on the book but more than one, and back then as a kid you didn't have the expectation of instant gratification & constant new stuff & content so it was fine.
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