So, I'm making fun of it, but we discussed this for so many days.
好吧,我在嘲笑它,但是我們討論這件事有許多天了。
You have no idea.
你一點主意也沒有。
And to this day, I am ambivalent,
至今我仍然在矛盾著。
but when you have instead games like Flow, there's no doubt.
但是當(dāng)你有替代的游戲像《浮游世界》,當(dāng)然毫無疑問。
It's like, it's about serenity and it's about sublime.
它有點像是關(guān)于寧靜和崇高的。
It's about experiencing what it means to be a sea creature.
它是關(guān)于體驗變成海洋生物意味著什么。
Then we have a few also side-scrollers -- classical ones.
我們也有少量像《橫向卷軸》等的經(jīng)典游戲。
So it's quite a hefty collection.
這的確是一個巨大的收藏。
And right now, we started with the first 14,
現(xiàn)在,讓我們從最初的14個開始,
but we have several that are coming up,
我們還有數(shù)個即將收購的游戲,
and the reason why we haven't acquired them yet is because you don't acquire just the game.
為什么我們還沒有收購它們呢?因為你不會只收購游戲,
You acquire the relationship with the company.
你還收購與公司之間的關(guān)系。
What we want, what we aspire to, is the code.
我們想要,渴望得到的是代碼。
It's very hard to get, of course.
當(dāng)然,這是很難得到的。
But that's what would enable us to preserve the video games for a really long time,
不過這也使我們能夠在一段很長的時間里保存游戲。
and that's what museums do.
這也是博物館所做的。
They also preserve artifacts for posterity.
當(dāng)然他們也為后人保存文物。
In absence of the code, because, you know,
因為,你們知道,如果沒有代碼,
video game companies are not very forthcoming in some cases,
電子游戲公司在某些情況下不是很愿意,
in absence of that, we acquire the relationship with the company.
在沒有代碼的情況下,我們收購與公司的關(guān)系。
We're going to stay with them forever.
我們將永遠(yuǎn)和它們在一起,
They're not going to get rid of us.
他們不會擺脫我們。
And one day, we'll get that code.
總有一天,我們會得到那個代碼。
But I want to explain to you the criteria that we chose for interaction design. Aesthetics are really important.
但是我想向你們解釋我們選擇交互設(shè)計的準(zhǔn)則,美學(xué)是非常重要的。
And I'm showing you Core War here,
在這兒我想向你們展示《磁芯大戰(zhàn)》,
which is an early game that takes advantage aesthetically of the limitations of the processor.
它是一種早期的游戲,從美學(xué)上利用處理器的局限性。
So the kind of interferences that you see here that look like beautiful barriers in the game
你在這里看到的這種干擾,看起來像游戲中的美麗屏障,
are actually a consequence of the processor's limitedness,
事實上是處理器局限性的后果,
which is fantastic. So aesthetics is always important.
真是很奇妙。所以美學(xué)始終是非常重要的。
And so is space, the spatial aspect of games.
游戲的空間方面也是如此。
You know, I feel that the best video games are the ones that have really savvy architects
我覺得最好的電子游戲是那些在幕后由真正資深的設(shè)計師制作的。
that are behind them, and if they're not architects,
如果他們不是受過良好訓(xùn)練的架構(gòu)師,
bona fide trained in architecture, they have that feeling.
他們就不會有這種感覺。
But the spatial evolution in video games is extremely important.
但空間演變在電子游戲中是極其重要的。
Time. The way we experience time in video games,
時間,我們在電子游戲中度過時間的方式,
as in other forms of interaction design, is really quite amazing.
像在其它形式的交互設(shè)計中一樣,確實是令人驚嘆的。
It can be real time or it can be the time within the game,
它可以是真實的時間,也可以是游戲中的時間。
as is in Animal Crossing, where seasons follow each other at their own pace.
例如在《動物之森》中,季節(jié)以各自的節(jié)奏更替。
So time, space, aesthetics, and then, most important, behavior.
所以時間,空間,美學(xué),然后,最重要的行為。
The real core issue of interaction design is behavior.
交互設(shè)計的真正的核心問題是行為。
Designers that deal with interaction design behaviors
設(shè)計師們處理交互設(shè)計行為。
that go to influence the rest of our lives.
這些行為去影響我們生活的其它部分。
They're not just limited to our interaction with the screen.
它們并不局限于我們與屏幕的互動。
In this case, I'm showing you Marble Madness, which is a beautiful game
在這個例子中,我將給你們展示《瘋狂石頭》。這是一個美麗的游戲。
in which the controller is a big sphere that vibrates with you,
控制者是一個大球體和你一起顫動,
so you have a sphere that's moving in this landscape,
所以在這種風(fēng)景下你有一個運動的球體。
and the sphere, the controller itself, gives you a sense of the movement.
這個球體,控制者本身,給了你運動的感覺。
In a way, you can see how video games are the purest aspect of interaction design
某種程度上,你可以看到電子游戲怎樣是最純凈的交互設(shè)計方面,
and are very useful to explain what interaction is.
以及在解釋交互設(shè)計是什么時是如此的有用。
We don't want to show the video games
我們不想使用一些設(shè)備來展示電子游戲,
with the paraphernalia. No arcade nostalgia.
沒有懷舊街機游戲。
If anything, we want to show the code,
如果可以的話,我們想展示代碼。
and here you see Ben Fry's distellamap of Pac-Man, of the Pac-Man code.
這里你看到Ben Fry的《小精靈》游戲的操作代碼與圖形的混合。