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毕业论文网 > 外文翻译 > 设计学类 > 数字媒体艺术 > 正文

3D游戏中角色原画设计的研究外文翻译资料

 2022-11-12 19:52:27  

Cognitive Immersion

  • A person also considers information in a more deliberate way and makes decisions about what to do next
  • Problem solving and taking actions require the player to inhabit the action possibilities of the player-character
  • The player must map herself cognitively onto the player- character
    • If the player tries to do things that will not work, then this mapping is not working well.
    • E.i. to try to use a non-existent jump button to maneuver in the game-world
  • One aspect of crafting a strong p-char is creating smooth and intuitive cognitive immersion for the player

Social Affordances

  • Social world gives context to the game
  • Between player
  • Player-characters and NPCs
  • Regions of the brain devoted to recognizing social cues (faces, voices)
  • Player-chars act as an interesting bridge for the player into a gamersquo;s social world
  • It can give a sense of social presence when viewed from a 3rd person perspective
  • They model the social role and emotions the player should be inhabiting in a game through their actions and reactions toward NPCs in cut-scenes
  • They offer the player a chance to don a social mask when interacting with other people (MMOG or manipulating a party)

Social Affordances

  • An engaging player-char needs the right social affordances for the gameplay situation at hand:
  • Clear social role and personality
  • Customizability of appearance
  • Social cues in multiplayer situations
  • The player will feel more immersed in the role of the p-char to the extent that NPCs reflect the playerrsquo;s social role and qualities back to him during gameplay
  • Fantasy Affordances
  • Psychologist in the psychoanalytic tradition have touted the importance of stories and other fantasy vehicles in helping both children and adults come to terms with concerns, explore emotionally laden or thorny problems, or to create a foundation for making an important identity shift
  • Games can provide this sort of outlet for exploration and processing
  • Powerful p-Char are often those that speak to many playersrsquo; real-life hopes, fears, and issues. They offer players a chance to enact them and explore possibilities

Examples

  • Half-Life:
  • The playerrsquo;s physical control in the game is limited to choosing and firing weapons and navigating terrain
  • Compelling social and fantasy kill-or-be-killed world around the playerrsquo;s visceral and cognitive experience.
  • NPCs resonate with and underscore the playerrsquo;s psychological perspective on what is happening.
  • bull;Player-character:
  • bull;An error procedure at the facility brings dangerous aliens
  • bull;Evolution of the p-char from lowly lab assistant to competent alien- killer
  • bull;Interactions with NPCs
  • bull;are brief and practical
  • bull;there is no time for forming relationships
  • NPCs that offer their help act frightened and distant, tend to stick to business, plausible reactions to the chaotic situation
  • bull;Half way in the games, he discovers that marines are not on his side, but want to silence him
  • bull;The “shoot first, ask questions later” tactics of shooter games have been extremely well-motivated by the player-characterrsquo;s persona and positioning within the game world
  • The kinesthetic properties have been well-chosen to match his social and fantasy persona.
  • Gordonrsquo;s first weapon is a crow bar,
  • a plausible beginning for a scientist working with whatrsquo;s ready-at- hand as he struggles to figure out whatrsquo;s going on.
  • Killing the crab-like aliens with a crow bar is an extremely satisfying visceral experiences
  • By the time Gordon encounters the Marines, he has managed to acquire weapons and expertise that are a match for theirs
  • The frantic pace of game challenges underscore Gordonrsquo;s sense of urgency
  • The fantasy layer of the player-character meshes smoothly with the cognitive and social strategies inherent in the game genre

The Sims

  • Likened to a “living dollhouse”, The Sims allows a player to tailor individual characters, as well as their living quarters, to his own vision
  • Players make choices about the Simsrsquo; jobs and activities and direct their everyday lives (they are fed, well-rested, social connections)
  • The Sim charsrsquo; interactions with one another are an integral part of gameplay, the player must keep her Sims socially engaged and content
  • Sims chars do not actually talk, instead they speak an unintelligible language that has very clear emotional range
  • The Simsrsquo; flexibility extends from social styles into the fantasy aspect of the game.
  • Sims chars act as tarot cards for teasing out the fantasies of players, who create stories that arise from the visceral and cognitive activities in the game
  • Players seem to hop between experiencing their Sim characters as extensions of themselves and as separate agents.
  • Will Wright, in an interview with Celia Pierce, talks about how players switch from “I” when they are controlling a Sim, to “he” or “she” when the sim does something unexpected or undesirable. Sims walk the line between self and other, and allow the player to explore identities and fantasies in a flexible and low-risk way

Tools, Puppets, and Mask

  • Not every game needs full treatment of player-characters at all four levels.
  • The core game play of some games can lead to irrelevance or minimal value of a particular layer.
  • There are three styles of in-game player representation that emphasize subsets of layers of player psychology

Tools

  • Donrsquo;t require much of a social persona for player
  • WarCraft III
  • Player doesnrsquo;t have a direct cha

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    认知沉浸

    bull;一个人也会以更深思熟虑的方式考虑信息,并决定下一步该做什么

    bull;解决问题和采取行动需要玩家沉浸在玩家角色的动作可能性中

    bull;玩家必须在认知上将自己映射到玩家角色上

    - 如果玩家尝试做不起作用的事情,那么这种映射效果不佳。E.I. 尝试使用不存在的跳跃按钮在游戏世界中进行操纵

    制作强大的p-char的一个方面是为玩家创造流畅和直观的认知沉浸感

    社会功能

    bull;社交世界为游戏提供了背景

    -玩家

    玩家角色和npc

    大脑中负责识别社交线索的区域(面孔、声音)

    bull;玩家角色扮演着一个有趣的桥梁,让玩家进入游戏的社交世界

    -从第三人称的角度看,可以给人一种社会存在感

    -他们通过过场动画中玩家对npc的行为和反应来模拟玩家在游戏中应该拥有的社会角色和情感

    -他们为玩家提供了一个戴着社交面具与他人互动的机会(MMOG或操控派对)

    社会福利

    bull;引人入胜的玩家 - 角色需要适合手头游戏情境的社交能力:

    - 清除社会角色和个性

    - 外观的可定性

    - 多人游戏情境中的社交线索

    玩家将更加沉浸在p-char的角色中,以至于NPC在游戏过程中反映了玩家的社会角色和品质。

    幻想的感觉

    bull;精神分析领域的心理学家大力宣扬故事和其他幻想工具的重要性,它们可以帮助儿童和成人解决担忧、探索情感负担沉重或棘手的问题,或者为重要的身份转变打下基础

    bull;游戏可以提供这种探索和处理的出口

    强大的p-Char通常能够反映许多玩家现实生活中的希望、恐惧和问题。它们为玩家提供了一个机会去实现它们并探索各种可能性

    例子

    bull;半衰期:

    - 玩家在游戏中的物理控制仅限于选择和发射武器以及导航地形

    - 围绕玩家的内心和认知体验,引人入胜的社交和幻想杀戮或被杀的世界。

    -NPC与所发生的事情产生共鸣并强调了玩家的心理观点。

    bull;玩家人物:

    -Gordon Freeman,

    - 一名低级科学家

    bull;设施的错误程序会带来危险的外星人

    bull;从低级实验室助手到有能力的异形杀手的p-char的演变

    bull;与NPC的互动

    - 简洁实用

    没有时间建立关系

    -NPC提供他们的帮助行为受到惊吓和疏远,往往坚持商业,对混乱局面的合理反应

    bull;在比赛进行到一半时,他发现海军陆战队不在他身边,但他想让他保持沉默

    bull;玩家角色的角色和游戏世界中的定位,射击游戏的“先拍,后问问题”战术的动机非常强烈。

    bull;动觉特性被精心选择,以匹配他的社交和幻想角色。

    -戈登的第一个武器是乌鸦酒吧

    对于一个正在努力弄清楚发生了什么的科学家来说,这是一个合理的开始。

    -用乌鸦棒杀死螃蟹样的外星人是一种非常令人满足的本能体验

    -当戈登遇到海军陆战队时,他已经设法获得了与他们相匹配的武器和专业技能

    -比赛中疯狂的节奏凸显了戈登的紧迫感

    bull;玩家角色的幻想层与游戏类型中固有的认知和社交策略相协调

    模拟人生

    bull;《模拟人生》就像一个“活的玩具屋”,玩家可以根据自己的愿景定制个性化的角色以及他们的居住区域

    bull;玩家选择模拟人生的工作和活动,并指导他们的日常生活(他们吃饱、休息好、有社交关系)

    bull;Sim chars之间的互动是游戏玩法不可或缺的一部分,玩家必须让她的模拟人生保持社交和内容

    bull;西姆斯·查尔斯实际上不会说话,相反,他们说的是一种难以理解的语言,有着非常清晰的情感范围

    bull;模拟人生的灵活性从社交风格延伸到了游戏的奇幻方面。

    《模拟人生》扮演塔罗牌的角色,玩家通过游戏中的本能和认知活动来创造故事

    bull;玩家似乎在体验自己的Sim角色作为自己的扩展和作为独立的代理之间跳跃。

    will Wright在接受Celia Pierce的采访中谈到,当玩家控制一个Sim卡时,他们会从“I”切换到“he”或“she”,当Sim卡做了一些意想不到或不受欢迎的事情时。模拟人生游走于自我和他人之间,允许玩家以一种灵活且低风险的方式探索身份和幻想

    工具、木偶和面具

    bull;并不是每款游戏都需要对所有4个级别的玩家角色进行全面的处理。

    bull;一些游戏的核心玩法可能会导致某一特定层的无关紧要或价值最小化。

    bull;游戏中有三种风格的玩家表现强调了玩家心理层面的子集

    工具

    bull;玩家不需要太多的社交角色

    魔兽争霸III

    bull;玩家没有直接的角色界面,而是使用HUDs

    ddr

    bull;玩家与游戏世界中的任何人都没有社交互动

    bull;两个玩家可以在“现实生活”中进行社交互动,如果他们喜欢的话

    bull;这些游戏在游戏过程中为玩家提供一个工具或界面,而不是一个高度实现的玩家角色

    木偶

    bull;游戏周期相对较短,主要是关于身体力量的游戏,可能不需要太多p-char中的幻想和社交品质

    bull;p型人格可以通过动作风格和视觉特征表现出来

    bull;社交角色主要是通过玩家角色和npc之间的非语言实时互动来定义的

    bull;这种角色就像木偶

    bull;木偶演员角色的力量在于,演员在操纵木偶和在屏幕上观看木偶表演结果时所感受到的快乐。

    bull;木偶通常具有超人的品质、优雅的动作、超强的力量和精准度

    bull;例子:

    -超级猴子球2

    驴香港

    这个小英雄精力充沛,不知疲倦

    - ssx3,运动员的优雅和天赋

    面具

    bull;Mask是p-chars,出现在具有重要社交成分的游戏中

    bull;例子:那里有《星球大战》中的星系

    bull;在这类游戏中,游戏玩法的一个主要组成部分是与其他玩家互动,因为他们用自己的面具来表示

    bull;戴上一张另类的社交面孔,让人们有机会探索另类的社交角色,即可能与日常生活截然不同的自我的新版本

    bull;为玩家提供发自内心的反馈和社交表达的界面机制是非常可取的。

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