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Inevitably, the onset of the computer-moderated PBM game (primarily the Legends game system) meant that the human moderated games were pushed into the "non-profit-making sector" of the industry[citation needed].
Mechanics
The mechanics of play-by-mail games require that players think and plan carefully before making moves. Because planned actions can typically only be submitted at a fixed maximum frequency (e.g., once every few days or every few weeks), the number of discrete actions is limited compared to real-time games. As a result, players are provided with a variety of resources to assist in turn planning, including game aids, maps, and results from previous turns. Using this material, planning a single turn may take a number of hours.
由於電腦所控制的郵遞型遊戲的出現,人類控制的郵遞型遊戲無可避免地被其推向遊戲工業中的非盈利項目。(需要注釋)
技巧
郵遞型遊戲的技巧,是要求參賽者在行動前小心思考及計劃。因為參賽者會將計劃好的行動按最高且固定的頻率遞交,所以不連貫行動的數目會比實時遊戲的少。因此,比賽者可以準備廣泛的資源,包括遊戲援助、地圖以及行動歷史的結果去輔助行動的計劃。如果使用這些資源去計劃行動,可能需要數個小時才能完成。
Actual move/turn submission is traditionally carried out by filling in a turn card. This card has formatted entry areas where players enter their planned actions (using some form of encoding) for the upcoming turn. Players are limited to some finite number of actions, and in some cases must split their resources between these actions (so that additional actions make each less effective). The way the card is filled in often implies an ordering between each command, so that they are processed in-order, one after another. Once completed, the card is then mailed (or, in more modern times, e-mailed) to the game master, where it is either processed, or held until the next turn processing window begins.
實際行動或行動的遞交方法是透過填寫行動記錄卡。行動記錄卡上已編排了填寫區域供參賽者(以編碼的形式)登錄他們已計劃好的下輪行動。參賽者被限制了只能採取數目有限制的舉動,以及他們在某些舉動中將會消耗他們的資源(因此附加的舉動會導致低效率的出現)。參賽者在卡上登錄他們的行動時,意味著每一個命令將按照填寫的次序一個接著一個地執行。當登錄好行動卡後,參賽者將會把卡郵寄(如在現代則會電郵)給中央操縱者,而中央操縱者將會處理卡上的行動或持有行動記錄卡直至下個處理回合的開始。
By collecting turn cards from a number of players and processing them all at the same time, games can provide simultaneous actions for all players. However, for this same reason, co-ordination between players can be difficult to achieve. For example, player A might attempt to move to player B's current location to do something with (or to) player B, while player B might simultaneously attempt to move to player A's current location. As such, the output/results of the turn can differ significantly from the submitted plan. Whatever the results, they are mailed back to the player to be studied and used as the basis for the next turn (often along with a new blank turn card).
當一定數量的遊戲者手上的行動記錄卡被遊戲操縱者收集並同時處理後,遊戲者的行動將會於同一時間在遊戲中顯示出來。由於這個原因,遊戲者之間的合作卻很難完成。例如遊戲者甲於下一輪行動移往遊戲者乙現在所處的位置,並和遊戲者乙實行若干事情,但遊戲者乙於下一輪行動移往遊戲者甲現在所處的位置。因此,行動出來的結果會與已遞交的計劃有所不同。無論結果是什麼,均會傳回給遊戲者供研究,並作為下一輪行動的基礎(通常附有一張新的空白行動記錄卡)。
While billing is sometimes done using a flat per-game rate (when the length of the game is known and finite), games more typically use a per-turn cost schedule. In such cases, each turn submitted depletes a pool of credit which must periodically be replenished in order to keep playing. Some games have multiple fee schedules, where players can pay more to perform advanced actions, or to take a greater number of actions in a turn.
Some role playing PBM games also include an element whereby the player may describe actions of their characters in a free text form. The effect and effectiveness of the action is then based on the judgement of the GM who may allow or partially allow the action. This gives the player more flexibility beyond the normal fixed actions at the cost of more complexity and, usually, expense.
當以單調的每局遊戲式(每局遊戲的時間均是己知及有限制的)遊玩時,資源會以結帳式消耗,而更多的遊戲是會採用每輪成本式去限制遊戲者的行動。在這個基礎上,每一次的行動將會消耗一定數目的行動力,而行動力將會有週期性的補充以延續遊戲。亦有一些遊戲實行多樣收費式,遊戲者可付出更多的成本來實行附加的行動,或增加每一輪的行動數目。
一些角色扮演的郵遞式遊戲會包含著遊戲者可以以自由文字的形式描述角色的行動的原素。其效果及效力會以遊戲中央操縱者的裁決,例如批准或部分批准作基礎。這樣可以以更多的複雜性支出和金錢性支出,去增加遊戲者的彈性,不只規限於平常的行動。
Play-by-Email
With the rise of the Internet, postal gaming and postal games zines have largely been replaced by e-mail and websites. Play by mail games differ from popular online multiplayer games in that, for most computerized multiplayer games, the players have to be online at the same time. With a play by mail game, the players can play whenever they choose, since responses need not be immediate; this is sometimes referred to as turn-based gaming and is common among browser-based games. Some computer games can be played in a play by mail mode: one makes one's "move", mails a file to the opponent who uses it to make his or her "move" in response, and he or she then mails something back.
Several non-commercial email games played on the Internet and BITNET predate these.
實體郵遞式遊戲及郵遞式遊戲雜誌均由於互聯網世界的起飛而被電子郵遞式遊戲及郵遞式遊戲網頁所取代。郵遞式遊戲與流行的多人式在線遊戲是有所不同的。大部分的多人式電腦遊戲,遊戲者必須同時在線,但由於郵遞式遊戲中的反應並非即時性的,所以遊戲者可選擇任何遊玩。郵遞式遊戲可稱為行動式遊戲,而其亦十分流行於網頁遊戲。一些電腦遊戲也可以郵遞模式遊玩:一名遊戲者作出行動然後傳送給對手,讓對手對其行動作出反應,再把其行動傳回遊戲者。
一些經互聯網或BITNET遊玩的非商業性的電子郵遞式遊戲預示了這些情況。
Play-by-web
An increasingly popular format for play-by-email games is play-by-web. As with play-by-email games the players are notified by email when it becomes their turn, but they must then return to the game's website to continue playing what is essentially a browser-based game. The main advantage of this is that the players can be presented with a graphical representation of the game and an interactive interface to guide them through their turn. Since the notifications only have to remind the players that it is their turn they can just as easily be sent via instant messaging.
Some sites have extended this gaming style by allowing the players to see each other's actions as they are made. This allows for real time playing while everyone is online and active, or slower progress if not.
經過互聯網遊玩
一種日益流行的郵遞型遊戲的形式係經過互聯網遊玩。電子郵遞型遊戲中,當輪到遊戲者行動時,將會收到電子郵件的提示,但一些以互聯網瀏覽器為基礎的遊戲,遊戲者必須回到遊戲的網頁以繼續遊戲。這種以互聯網瀏覽器為基礎的遊戲的最主要優點是可以以圖像顯示遊戲,並以一個交互式的介面引導遊戲者作出行動。由於電子通知只是負責提示遊戲者輪到他們行動,因此這些通知可以只是通過即時信息來傳遞。
某些網頁容許遊戲者可以看到每個遊戲者的行動來擴大了這種遊戲的模式。這樣當每個遊戲者在線並活躍時,可以容許了實時遊戲的出現,但比較慢的進程卻不能出現實時遊戲。
[ 本文章最後由 生命 於 09-1-11 15:03 編輯 ] |
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