作者 主题: 我們大家在玩的論壇團究竟是怎樣來的?  (阅读 2138 次)

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我們大家在玩的論壇團究竟是怎樣來的?
« 于: 2009-01-11, 周日 22:03:40 »
引用
Play-by-mail games are games, of any type, played through postal mail or e-mail. One example, chess, has been played by mail for centuries (when played in this way, it is known as correspondence chess). Another example, Diplomacy, has been played by mail since the 1960s, starting with a printed newsletter (a fanzine) written by John Boardman. More complex games, moderated entirely or partially by computer programs, were pioneered by Rick Loomis of Flying Buffalo in 1970. The first such game offered via email through a major online service was Quantum Space from Stormfront Studios, which debuted on AOL in 1989.


郵遞型遊戲,是指任何一種透過傳統郵寄及電子郵寄方式遊玩的遊戲。例如多個世紀以來,人們已透過郵寄方式下棋(這種方式被稱為通訊型棋藝);另一個例子則為於1960年代中由約翰.博德曼在紙上遊戲雜誌上發明的紙上遊戲--戰略外交。由力克.盧美斯於1970年發明的飛越水牛城,倡導了一些由電腦程式輔助或控制的複雜郵遞型遊戲。第一個經由大型在線服務傳遞信息的郵遞型遊戲是由美國在線服務公司於1989年推出,名稱為量子空間。


引用
Play by mail games are often referred to as PBM games, and play by email is sometimes abbreviated PBeM -- as opposed to face to face (FTF) games which are played in person. Another variation on the name is Play-by-Internet (PBI) or play-by-web (PBW). In all of these examples, player instructions can be either executed by a human moderator, a computer program, or a combination of the two.


郵遞型遊戲 (Play By Mail) 一般被稱為PBM遊戲,而經過電子郵件傳遞的郵遞型遊戲 (Play By e-Mail) 可簡稱為PBeM;與其相對的則為與其他人直接遊玩的面對面遊戲(Face To Face, FTF)。另一個郵遞型遊戲的變奏則是互聯網遊戲(Play By Internet, PBI or Play By Web, PBW)。在這些例子中,遊戲指示可以由人手、電腦程式或兩者的結合來執行的。



引用
In the 1980s, play-by-mail games reached their peak of popularity with the advent of Gaming Universal and Flagship magazine, the first professional magazines devoted to play-by-mail games. (An earlier fanzine, Nuts & Bolts of PBM, was the first publication to exclusively cover the hobby.) Bob McLain, the publisher and editor of Gaming Universal, further popularized the hobby by writing articles that appeared in many of the leading mainstream gaming magazines of the time. Flagship later bought overseas right to Gaming Universal, making it the leading magazine in the field. Flagship magazine was founded by Chris Harvey and Nick Palmer (now an MP) of the UK. The magazine still thrives, albeit under a different editor over twenty years later.




由於遊戲世界及第一本集中於郵遞型遊戲的專業雜誌--旗船雜誌的出現,郵遞型遊戲在1980年代達到高峰。(一本較早出現的雜誌--Nuts & Bolts of PBM是第一本全面覆蓋郵遞型遊戲的出版作品。)遊戲世界的出版人及總編輯博.麥拉恩,透過寫作刊登於很多領導市場的主流遊戲雜誌的文章,把郵遞型遊戲再度推向高峰。旗海雜誌稍後收購了遊戲世界的海外版權,令它成為了郵遞型遊戲刊物的領導者。旗海雜誌由基斯.夏維及力克.龐馬(現在的英國國會議員)所創立,它雖然由另一位編輯所主理,但仍然廣受大眾歡迎。

http://en.wikipedia.org/wiki/Play-by-mail_game

這是wiki的link。


文不是我譯的,其後的段落也會一一作出翻譯,暫時,這是第一段。


煩請各位幫忙校對一下。

 
小時候,看著超人大戰怪獸時就在想……

當世界上不止有一種正義時,它們的相遇將會是何種光景……

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我們大家在玩的論壇團究竟是怎樣來的?
« 回帖 #1 于: 2009-01-11, 周日 22:03:57 »
引用

In the late 1990s, computer and Internet games marginalized play-by-mail conducted by actual postal mail, but the postal hobby still exists with an estimated 2000–3000 adherents worldwide.




Postal gaming
Postal gaming developed as a way for geographically separated gamers to compete with each other. It was especially useful for those living in isolated areas and those whose tastes in games was uncommon.

In the case of a two player game such as chess, players would simply send their moves to each other alternately. In the case of a multi-player game such as Diplomacy, a central game master would run the game, receiving the moves and publishing adjudications. Such adjudications were often published in postal game zines, some of which contained far more than just games.





在1990年代的後期,經由實體郵遞的郵遞型遊戲雖然被電腦遊戲及互聯網遊戲所邊緣化,但這種實體郵遞的興趣仍然活躍於全球大約2000-3000名郵遞型遊戲的追隨者當中。
實體郵遞式遊戲
地理層面上分隔的遊戲者互相競賽,導致了實體郵遞式遊戲的出現。這種遊戲方式特別適用於一些住在不同區域而他們遊戲的口味比較獨特的人。
例如兩個遊戲者在實體郵遞式遊戲中下棋,遊戲者會輪流互相傳送自己的行動給對方。多人實體郵遞式遊戲如戰略外交,一個中央操縱者會控制遊戲,他收到遊戲者的行動並會把它們展示出來。這些棋局通常會出版在郵遞式遊戲雜誌上,當中某一些不只是包含著遊戲。



引用

The commercial market for play-by-mail games grew to involve computer servers setup to host potentially thousands of players at once. Players would typically be split up into parallel games in order to keep the number of players per game at a reasonable level, with new games starting as old games ended. While the central company was responsible for feeding in moves and mailing the processed output back to players, players were also provided with the mailing addresses of others so that direct contact could be made and negotiations performed. With turns being processed every few weeks, more advanced games could last over a year.


Game themes are heavily varied, and may range from those based on historical or real events to those taking place in alternate or fictional worlds.


由於電腦伺服器可以於同一時間潛在容納數以千計的遊戲者,郵遞型遊戲的商業市場也因而開始增長。遊戲者會被分流到並聯的遊戲中,以保持每一個遊戲中的遊戲者數目在一個合理的水平,而遊戲亦會緊接著前一局的結束而重新開始。遊戲中央處理公司會負責處理遊戲者的行動,並傳送結果給遊戲者,而他們亦會收到其他遊戲者的通訊地址,以方便他們直接聯絡及進行交涉。每一輪的行動會於一、二個星期內被處理,一些更高級的遊戲更可持續超過一年。
遊戲的主題亦有很大的範圍,可以以歷史或真實的事件作為基礎,或以別的或虛構的世界為基礎。

小時候,看著超人大戰怪獸時就在想……

當世界上不止有一種正義時,它們的相遇將會是何種光景……

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我們大家在玩的論壇團究竟是怎樣來的?
« 回帖 #2 于: 2009-01-11, 周日 22:04:15 »
引用

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。






引用

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。

小時候,看著超人大戰怪獸時就在想……

當世界上不止有一種正義時,它們的相遇將會是何種光景……

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我們大家在玩的論壇團究竟是怎樣來的?
« 回帖 #3 于: 2009-01-11, 周日 22:04:31 »
引用

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)。




引用



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。





引用

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。


小時候,看著超人大戰怪獸時就在想……

當世界上不止有一種正義時,它們的相遇將會是何種光景……

离线 life

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我們大家在玩的論壇團究竟是怎樣來的?
« 回帖 #4 于: 2009-01-11, 周日 22:52:53 »
引用

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。

小時候,看著超人大戰怪獸時就在想……

當世界上不止有一種正義時,它們的相遇將會是何種光景……

离线 life

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我們大家在玩的論壇團究竟是怎樣來的?
« 回帖 #5 于: 2009-01-18, 周日 02:55:02 »
http://en.wikipedia.org/wiki/Play-by-post_role-playing_game


引用
Play-by-post role-playing game

A play-by-post game (PbP) is an online text-based role-playing game. This is a niche area of the online roleplaying community which caters to both gamers and creative writers. PbP games are often based on other role-playing games, non-game fiction, or original settings. This activity is closely related to both interactive fiction and collaborative writing.

Format
Play-by-post games are usually written in the third person perspective. This allows the players and gamemasters to write in the personas of their characters. This is the best way to separate the player character from the person playing the character (the typist), and it makes the game more readable. Sometimes online game terms such as OOC (Out of character) or OOG (Out of Game) are used to differentiate character vs. personal posting.



以論壇回帖形式的遊戲(PbP)是以網絡文字為基礎的角色扮演遊戲.這是一個能迎合玩家和程式設計者的特殊交流平台. PbP遊戲是建基於其它角色扮演的遊戲,非遊戲類小說或原創設定這三大類,所以當中的遊戲劇情都是跟小說情節和聯合創作是緊密相連的. 實況報導遊戲的形態通常都是由第三者所編寫的.故此,這允許玩家和遊戲主持人去創造能代表自己且獨樹一格的角色.這是一個最好的方法去分辨玩家與所創造的角色之間的性格特徵,且亦能讓遊戲更易於閱覽.有時候,網上遊戲,諸如OOC(脫離性格)或OOG(脫離遊戲),都只不過是用來區別玩家自身和遊戲人物而已.


引用
The first message posted onto a thread of that nature is usually one person laying down the scenario, starting a story about their character and inviting others. The thread then becomes an ongoing story in which players periodically advance the plot by reading the latest reply and then typing what their character does and how the environment changes in response. These replies are often open-ended so that other players can continue.

開始遊戲的第一個人普遍會先在網上發佈已訂下的故事背景,再邀請其他玩家以回覆郵件形式來加入故事角色及發展故事。如是者,參與遊戲的玩家將會定期依照最新回覆的故事進度來續寫故事中各角色的動向及描述環境的變化。這些回覆都是以開放式結尾作結,以便其他玩家能夠延續故事

小時候,看著超人大戰怪獸時就在想……

當世界上不止有一種正義時,它們的相遇將會是何種光景……

离线 life

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我們大家在玩的論壇團究竟是怎樣來的?
« 回帖 #6 于: 2009-01-18, 周日 02:55:17 »
引用
Depending on the rules established on the forum, roleplaying and story can be pushed forward through moderation by a gamemaster, specific rules (often existing role-playing game systems), or by mutual agreement between players.


Role-playing by mutual agreement does not rely on statistics or dice; any combat is usually written in entirety by one or more players. In some games, players will be allowed to include the actions of another player in their post, but this practice is commonly considered cheating in more established play-by-post games, where players are responsible for their own characters. Any form of this cheating (automatic hits and controlling another player's character) is commonly referred to as "power playing" or "God modding". However, one player may temporarily hand over control of their character to another player if they cannot play for a while, rather than dropping out entirely.




根據論壇規則,遊戲管理員、特定規則(常出現於角色扮演遊戲)、或者玩家們之間的協議這三者都能夠適度地推進遊戲和劇情進度。

由雙方協議進行的角色扮演遊戲都是不會倚賴任何統計或骰子的;所有的戰鬥通常會由一個或以上的玩家編寫出來。有些遊戲會允許玩家們在自己的發言裡把其他玩家的行動都包含其中。可是,在大多數穩固的發言式遊戲裡,這種操作普遍都會被視為一種作弊的行為,皆因玩家一般只能操縱自己的角色,而不是他人的。任何類型的作弊行為,包括自動判定的攻擊命中和操控他人角色等,通常都會與"強勢操縱"或"上帝之手"有所關連。然而,當玩家沒有閒暇的時候,他可能會臨時把自己的角色的控制權交給其它的玩家。這並非表示玩家已完全離開遊戲,當他再有閒瑕時,將可以再度取得自己角色的控制權,加入遊戲。



引用
In certain play-by-post gaming circles larger-scale boards exist where the entire board is devoted to advancing a single storyline, rather than many different stories proceeding in separate threads. They vary in organization, but many include a full set of rules governing roleplaying and combat between players, threads detailing a set storyline (often contributed to by plot-advancing, staff-organized events, or player roleplays), character approval forums, and a full staff with admin(s) and moderators. These types of games then vary from that groundwork; some games go as far as to include a virtual "world" to roleplay in, by cutting up the entire game universe into separate forums, each based on locations within that universe. All games set in a particular setting are played in the corresponding forum.
Many message board based games establish a hierarchy of moderators to manage plot flow and continuity. To keep story threads organised, the message board is often organised into forums based on geographical location within the game setting.


這種郵遞型遊戲之中,有好些大型的遊戲平台都是分別專注於一個故事的發展,卻並非同時發展著截然不同的故事。這些平台的組織體系各異,但大多都在管理玩家的角色扮演和角色間的戰鬥、整個故事的脈絡(通常都由情節推進、官方舉辦的活動或是玩家角色扮演表現出來)、負責認可由玩家所創建角色的論壇,系統管理員及統籌者等等的管理階層四者之間維持著一套完整的遊戲。正因如此,此類的遊戲方式便跟原本遊戲的整體設定有所出入;

甚至現在更發展出一套完整而虛構的世界觀。於同一個世界觀中,基於地理位置的不同,而將其劃分成不同的區域。每一個論壇中的獨立遊戲,代表一個區域中所發生的故事,以供不同論壇的玩家暢玩各自的遊戲。所有有著獨立設定的遊戲均只在其所屬的論壇上\行。這樣的設定下,不同論壇中所發生的遊戲故事,即有可能互相影響;不同論壇中由玩家創作的角色,亦存在著互相交流的可能性了。

很多以留言版為主的遊戲均會制定一系列的統理階層以管理故事推進的流暢性及持續性。為保持有效管理遊戲脈絡,各遊戲論壇通常都會根據遊戲設定內的地理位置而在壇內設立留言版。

小時候,看著超人大戰怪獸時就在想……

當世界上不止有一種正義時,它們的相遇將會是何種光景……

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我們大家在玩的論壇團究竟是怎樣來的?
« 回帖 #7 于: 2009-01-18, 周日 23:39:14 »
引用
Varieties
Message-board role-playing
Internet forums are the most common medium for Play-by-Post gaming. Some online forums provide benefits such as online dice rolling, character profiling and game history. Others emphasize the use of free-hand and the absence of dice and chance. Thanks to online forums, players can easily keep track of all aspects of the game, can see what is happening elsewhere and can re-read anything they have previously written. Many online services provide free game hosting for gamemasters.



留言形式的角色扮演遊戲

網路論壇是郵遞型遊戲最普及的媒介。有些網上論壇更提供網上擲骰、角色資料及遊戲紀錄等等的設施。其他論壇則推崇採用自由編撰、免骰子和機率的設定。幸虧有了網上論壇,玩家們得以全角度跟上遊戲的步伐:他們可以及時知道遊戲內什麼地方發生了什麼事,以及能夠重新閱讀他們過往所撰寫的資料、例如角色扮演、遊戲得到的情報等。很多免費的線上服務亦讓遊戲管理員自由地主持遊戲,如可以免費申請的網上論壇。



引用

In some message-board role-playing forums, dice rolls are made by the GMs either in real life or through a number generating program external to the role-playing message board. This relies heavily on trust from the players, but because the GM is not involved in the game there is no reason not to trust them.

Message-board role-playing is faster than play-by-email, but as all players can see all the posts there can possibly be problems on forums that do not support private messages. Sites like Proboards, Invisionfree and others of that sort are used for this. There can also be issues where multiple players respond to a post at once and contradict each other, requiring posts to either be edited or deleted. Sometimes the GMs will need to sort out such a situation when it occurs if an agreement cannot be reached by the players.



在一些留言式角色扮演遊戲的論壇中,遊戲管理員會選擇真的自行在電腦前擲出骰子,抑或是透過留言版外置的隨機產生數字的電腦程式來進行擲骰。擲骰的過程除了管理員本人外,無人能夠知道當中有否作弊,因此這必須視乎玩家們對遊戲管理員的公平性有無足夠的信任。然而,由於遊戲管理員一般都不會參與遊戲當中,出來的結果好壞與否都對其沒有影響,因此玩家們普遍都不會有異議。

留言式角色扮演的遊戲節奏比起以電郵交換資訊要來得快捷方便得多。不過在論壇上留言的弊處在於,所有言論都是對外公開的,任何玩家都能讀取留言版上的內容,換言之,玩家之間就不能有私密的討論了。當然也有一些網站能解決此問題的,例如Prosboard,Invisionfree及諸如此類的網站。此外,一些玩家間的衝突亦時有發生,在此舉出一個例子:
有多於一名的玩家同時在一留言中作出回覆後,當中因為見解上的不合或者角色扮演行動上的互相矛盾,繼而互相駁斥,最後更要求留言者重新編輯或是刪除留言。
在這種情況下,假如玩家之間到最後仍無法達成共識,意見一致,那就可能要勞駕遊戲管理員出面調停事件了。

小時候,看著超人大戰怪獸時就在想……

當世界上不止有一種正義時,它們的相遇將會是何種光景……

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我們大家在玩的論壇團究竟是怎樣來的?
« 回帖 #8 于: 2009-01-30, 周五 17:30:23 »
引用

Some message boards allow members of any level of writing to join. These are usually called free-for-all, or beginner RPGs. A member who does not write long posts or use proper grammar may be referred to as a "noob". Some sites are advanced, with a word minimum for every post. The word minimum usually falls between 200 to 800 words. Intermediate RPGs usually require two or three, sometimes more, paragraphs per post.


有的留言版並沒有限制玩家寫作水準的高低,反而更歡迎任何玩家參與其中。這種自由程度甚高的留言式角色扮演遊戲通常被稱為「全民自由」,或是「初心者角色扮演遊戲」。要是玩家的留言篇幅不夠長,或者所用的是非正統文法的話,該名玩家多數都會被認定為「noob」(noob,newbies,新手)。有些網站則較先進,要求也嚴謹得多,每個留言都設有字數下限-這視乎不同論壇而定,它們的字數下限分別由二百字至八百字不等;中型規模的角色扮演遊戲普遍都會要求玩家每一個留言的長度必須要有二至三個段落,有的甚至更多。

 

引用
Play-by-email
Play-by-email (PBeM) games are played as other play-by-mail games, using email as the postal medium. Players email their actions to the gamemaster or to each other using a mailing list. Play-by-email games are often slow, since the players must wait for each post before replying, but have the advantage that replies may be tailored to the players, allowing the gamemaster to keep information secret from the other players.
This should not be confussed with SIMM style of post, or email games. SIMMs are more collaborative storytelling, where each player tells a portion of the story, usually utilizing other characters in the area as they wish in order to complete their portion of the story. PBeM games more closely resemble table-top role playing games where players react to gamemaster presented scenarios, and characters actions are controlled by individuals.

電郵式遊戲

電郵式遊戲(Play-by-email)的遊戲模式跟郵遞型遊戲大同小異,不同之處在於前者是以電郵作為資訊傳送的媒介,後者則以信件郵遞作媒介。玩家會把他們在遊戲中的動向以電郵形式傳送給遊戲管理員,又或者直接透過郵寄名單發送給其他玩家。電郵式遊戲的运行節奏通常都是緩慢的,這是基於玩家得花時間等待新的郵件送到才能作出新的回覆。然而,透過電郵傳送資料卻有一個好處:玩家能夠盡情修改回覆,直至滿意為止才將之寄出;亦能讓遊戲管理員把玩家們回覆的內容保密,讓資料不致洩露。 這並不可與「SIMMs」、電郵遊戲(Email games)相混淆。「SIMMs」講求多人合力創建故事-每名玩家分別負責構思整個龐大故事的一部份,再加入他們心儀的故事角色,繼而整合故事令它變得更完整。電郵式遊戲(Play-by-email)則較像桌上角色扮演遊戲,玩家需透過遊戲管理員預先設定下的故事背景來進行遊戲;而自行創建的故事角色則由玩家自己操控。


simm︰經查究,大概是「接龍」一類的東西。

 
« 上次编辑: 2009-01-30, 周五 17:49:32 由 Sheepy »
小時候,看著超人大戰怪獸時就在想……

當世界上不止有一種正義時,它們的相遇將會是何種光景……

离线 life

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我們大家在玩的論壇團究竟是怎樣來的?
« 回帖 #9 于: 2009-01-30, 周五 22:02:57 »
引用
Play-by-chat
This type of role-playing uses an Instant Messenger or chatroom program. While technically the fastest method of play-by-post RPing, it can also be considered the most difficult, as it requires both the ability to type fast, and think quickly and in character. It is also necessary that all players be online at the same time, and sometimes it may require people to play multiple parts. It is often referred to as RPing with CCs (custom characters).
It is possible to hide information from other players if the chatroom has an option that allows chatters to send information only to certain people.


對話型遊戲

這種角色扮演遊戲普遍都會沿用「即時信息傳遞工具」或聊天室程式來進行遊戲。這是遊玩留言式角色扮演遊戲最快捷的方法,同時也是最具難度的方法-由於是即時的文字對話,因此這要求玩家具備快而準的打字能力、思考力以及文路清晰。此外,對話型角色扮演遊戲亦需要所有玩家同時處於線上狀態,有時甚至要玩家一身兼任多個角色 / 同時作出系統計算、擲骰、角色扮演等多個項目。這通常都被稱為「擁有專屬角色的角色扮演遊戲」。

此外,如果聊天室設有私密談話功能(俗稱「悄悄話」),其他沒有關係的玩家將看不到私密對話的有關內容。

 

引用
Free Form Post for Post (Play-by Chat/Forum)
Free Form Post for Post RPG is the standard for which all other forms of on line chat role play gaming are built upon. It is integrated in an on line chat room or forum that is designated for role play purposes. Individuals choose a character based upon the theme of the room or forum which could be based upon a novel, movie, song, etc. It is up the individual(s) on what character(s) they may wish to develop and play. Once development of their characters is complete they enter into the room, or forum and begin to interact with other characters/actors via chat in a post for post fashion not unlike a theatrical play you might see in real time upon a stage. All play is based upon actions and reactions of the players thus given the impromptu of the characters in certain situations.
In free form P4P Role play gaming combat you are not allowed to call your hits and must give your opponent the opportunity to respond to your post in a ; they post you post situation thus the Post for Post.

 
 
自由對答式(對話/論壇型遊戲)

自由對答式角色扮演遊戲(Free Form Post for Post)是其他各種聊天式角色扮演遊戲的基礎。這種遊戲會集中於一個專為角色扮演而設的聊天室或論壇上\行。論壇上的遊戲房間會設下一個主題,單人玩家需要根據有關主題來選擇想操控的角色(主題可以來自小說、電影、歌曲等等);玩家們可以隨心所欲地決定自己要使用一個怎樣的角色。當角色建立完畢後,玩家們便會進入遊戲房間或論壇並開始跟其他玩家接觸,以對答形式作出互動交流,這就像在現實舞台上上演一齣栩栩如生的戲劇一般。整個遊戲過程都要靠著玩家自己的動作跟反應能力,從而令手下角色能對當時的遊戲環境即時作出適當的回應。

在自由對答式角色扮演遊戲的戰鬥中是不允許玩家無視其他玩家,控制自己的角色一味的向其他玩家的角色攻擊;卻必需給予其他玩家一個回應自己的機會。這種有來有往,公平的遊戲方式,就是自由對答式角色扮演遊戲了。

 


引用
Free Form P4P Role Play Gaming rooms/forums are more interested in the development of your characters and the interactions you have with other characters then it is in many other on line RPGing forms. Some people have taken years to develop a character and not unlike actors upon a stage there is a certain rush when given the ability to think upon your own and use your imagination to get out of adverses situations. Good Free Form P4P players will always leave an out for their opponent and many long time Free Form P4P Role Players have likened this form of gaming to playing a game of chess with the mind.


在自由對答式角色扮演遊戲中,角色們的成長和玩家之間的互動是其兩大特點,趣味性也比其他種類的角色扮演遊戲高得多。有些玩家往往花上數以年計的時間去用心經營一個角色,並好像戲劇中的演員般,遇到困境時要靠自己的急智,想辦法去解決。一個好的自由對答式角色扮演遊戲玩家,都會給對手留有後路或下台階,盡量避免抹殺了別人用心良苦的一番心血。很多資深的玩家都愛以這種遊戲方式及心態去遊玩這種挑戰腦力的博易遊戲。

 
小時候,看著超人大戰怪獸時就在想……

當世界上不止有一種正義時,它們的相遇將會是何種光景……