In the early 1930s, a man named Burrhus Frederic Skinner began to study psychology in a radical new way. See, before him. We only knew how to condition reactions.
20世纪30年代初,一位名叫伯胡斯·弗雷德里克·斯金纳的人开始以一种全新的方式研究心理学。看,在他之前。我们只知道如何调节反应。
We could condition a person to be terrified of pumpkins or hungry at the sight of office supplies, but Skinner theorized that you could go one further.
我们可以让一个人一看到南瓜就感到害怕,或者一看到办公用品就饿了,但斯金纳的理论是,你可以做得更好。
He theorized that you could condition volition that you could change the way that people made choices. So why are we talking about it?
他的理论是,你可以通过意志来改变人们做出选择的方式。那么我们为什么要谈论这件事呢?
Because a vast number of today's games are built upon skinner's discoveries and it's starting to become a bad habit.
因为今天的大量游戏都是建立在斯金纳的发现基础上的,这开始成为一种坏习惯。
But before I get ahead of myself, let's take a closer look at what Skinner did.
但在我说太多之前,让我们仔细看看斯金纳做了什么。
Skinner created a machine, a simple box with a button in it that he would put pigeons in.
斯金纳创造了一台机器,一个简单的盒子,里面有一个按钮,他把鸽子放进去。
When the pigeons pecked at the button, the machine would give them food.
当鸽子啄食按钮时,机器就会给它们食物。
He then hooked the box up to a recording device so he could tell how often the pigeons pecked the button.
然后,他将盒子连接到录音设备上,这样他就可以知道鸽子啄按钮的频率。
Seems simple enough, so why was this so groundbreaking? Because pecking the button is active.
看起来很简单,那么为什么这是一个如此突破性的发现?这是因为轻敲按钮是活动的?
This wasn't just an automatic reaction to stimuli, It involved making a decision, so if Skinner could show that he could consistently change how often the pigeons peck the button, he could show that he could condition them to make a specific choice.
这不仅仅是对刺激的本能反应,它涉及到做出决定,所以如果斯金纳能够证明他可以始终如一地改变鸽子啄按钮的频率,他就可以证明他可以调节鸽子做出特定的选择。
This is called operant conditioning. Now there were 2 amazing parts to his findings. 1. Operant conditioning works on humans. 2.Simply rewarding someone every time they do an action isn't the best way to keep them continually doing that action.
这被称为操作性条件反射。现在,他的发现有两个令人惊讶的部分。1.操作性条件反射对人类有效。2.简单地在某人每次采取行动时给予奖励并不是让他们继续做下去的最好方法。
Rather, if you provide a reward to a person after they perform the action a random number of times or only give a reward once every so many minutes.
相反,如果你在一个人执行了随机次数的动作后向他提供奖励,或者每隔这么多分钟才给一次奖励。
These methods are far more effective at conditioning someone to repeat an action.
这些方法在训练某人重复某一动作时要有效得多。
Skinner often talked about operant conditioning in terms of gambling.
斯金纳经常从赌博的角度谈到操作性条件反射。
Most gambling games are not rigged in the gambler's favor, and oddly enough, most gamblers are well aware of this, and yet they continue to gamble rather than perform an equally strenuous job that has a regular payout with a higher net profit.
大多数赌博游戏都没有对赌客有利的操纵,奇怪的是,大多数赌客都很清楚这一点,但他们仍然继续赌博,而不是从事同样辛苦的工作,拿着固定的报酬,更高的净利润。
Consider which activity people will tell you is more fun, spending 8 hours in a casino, playing the slots and ending up with a hundred bucks or pushing a button in a factory for 8 hours and getting a paycheck for 100 bucks at the end.
想想人们会告诉你哪种活动更有趣,花8个小时在赌场,玩老虎机,最后得到100美元,或者在工厂按8个小时的按钮,最后拿到100美元的薪水。
This is all compounded by another discovery of skinner's research.
斯金纳研究的另一项发现使这一切变得更加复杂。
He demonstrated that primary conditioners or rewards that are fundamental biological needs, you know, food, water, sex, etc, have a diminishing effect once a person reaches satiation or the biological limit of their needs.
他证明,初级调理或奖励是基本的生物需求,你知道的,食物、水、性等,一旦一个人达到饱和或其生物需求的极限,效果就会减弱。
But then there are secondary reinforces: things outside the biological realm like money or social approbation.
但还有次要的强化因素:金钱或社会认可等生物领域以外的东西。
These things generally don't hit a satiation point. You can probably see where we're going with this.
这些东西通常不会达到饱足点。你大概可以看到我们要做的是什么。
Many of you have played Farmville or World of Warcraft well past the point where it was fun. Why?
你们中的许多人都玩过Farmville或魔兽世界,并且玩得不亦乐乎。为什么?
Because those games are very clearly built around reward schedules.
因为这些游戏很明显是围绕着奖励计划而建立的。
The entire design of both of those games is to condition you to continue to repeat an action that has long since lost its novelty. That has long since become tedious.
这两款游戏的整个设计都是为了让你继续重复一个早已失去新颖性的动作。这早已变得单调乏味了。
Actually, before we continue quick disclaimer, Being conditioned to do an action and being addicted to something are very different.
事实上,在我们继续快速声明之前,习惯于做一件事和沉迷于某事是非常不同的。
We're not going to go into the addiction thing today, but I just wanted to acknowledge the difference.
我们今天不会讨论成瘾的问题,但我只想承认两者之间的区别。
All we're going to talk about today is how games can condition us.
今天我们要谈的就是游戏如何影响我们。
Okay, disclaimer over, so why is it a problem if games do this for now let's ignore the questionable morality of using skinner's theories to create games.
好了,免责声明已经结束,那么游戏这样做为什么会有问题呢?现在,我们暂且不谈利用斯金纳的理论来创造游戏的道德问题。
The problem is that it's a lazy and cheap way to get someone to believe they're enjoying your product.
问题是,这是一种懒惰和廉价的方式,让人们相信他们喜欢你的产品。
Have you ever finished a game and then looked back a few weeks later and thought, What the hell was I doing putting 80 hours of my life into that?
你有没有曾经打完一场比赛,几周后回过头来想,我到底在做什么,把我生命中的80个小时都花在了那个该死的事情上?
That usually happens because the game used skinner's techniques to create the illusion of engagement and extend playtime.
这通常是因为这款游戏使用了斯金纳的技术来创造参与的错觉,并延长了游戏时间。
RPGs, especially poorly made ones are a great example of this.
RPG,特别是制作糟糕的RPG游戏就是一个很好的例子。
Everything from loot drops to leveling is a very clear reward schedule that reinforces the behavior that gets you the reward ever been playing late and getting sleepy, but then decide that you're going to get just one more level before you go to bed.
从战利品掉落到等级提升,都有一个非常明确的奖励计划,强化让你获得奖励的行为。让你玩到很晚,很困了,但还是又决定在睡觉前再升一级。
Yep, but this isn't just an RPG problem, it's endemic almost anything with points uses this system.
是的,但这不仅仅是RPG的问题,任何有积分的地方几乎都使用这个系统。
Ask your grandmother sometime why she plays so much Bejeweled, but it goes beyond points too.
有空问问你的祖母,她为什么玩那么多《宝石迷阵》,其实这也不仅仅是积分的问题。
It works with anything that has a clear and manifest reward.
它适用于任何有明确和明显奖励的东西。
Solitaire, the most played game in the world, sets up the infrequent win as a clear reward.
单人纸牌是世界上玩得最多的游戏,它把这场罕见的胜利作为一种明确的奖励。
Many action games use the same system to convince players to mash the same buttons for 12 hours straight.
许多动作游戏使用相同的系统来说服玩家连续12个小时按着相同的按钮。
Even elements like the voiceovers in shooters that tell the player how awesome they are can be used as conditioning tools.
即使是像射击游戏中的配音那样告诉玩家他们有多棒的元素,也可以用作调节工具。
It's also one of the main reasons every game is getting RPG elements these days. Now don't get me wrong.
这也是如今每款游戏都有RPG元素的主要原因之一。别误会我的意思。
There's nothing wrong with adding RPG elements if it's being used to create deep immersive systems for the game.
如果RPG元素被用来为游戏创建深度沉浸式系统,那么添加RPG元素并没有什么错。
I'm actually a huge fan of this trend when it's used to combine mental challenges and execution challenges like in Call of Duty or Dungeon Fighter, but too many games are using RPG elements as a crutch.
事实上,当这种趋势被用来结合智力挑战和执行挑战时,比如在《使命召唤》或《地下城战士》中,我实际上是一个超级粉丝,但太多的游戏都使用RPG元素作为噱头。
Bland, uninspired games will include reward systems simply to delay your realization of how terrible they are.
平淡无奇的游戏会加入奖励系统,只是为了让你延迟意识到这些游戏有多糟糕。
My point is there are other better ways of fostering engagement and those are the methods we should be demanding from our games, not simple skinner box satisfaction. Here are a few examples.
我的观点是,还有其他更好的方法来培养参与度,这些都是我们应该从游戏中要求的方法,而不是简单的斯金纳盒子满足感。这里有几个例子。
1. Mystery. Human curiosity is a powerful thing. We like unraveling mysteries.
1.神秘感。人类的好奇心是一种强大的东西。我们喜欢揭开谜团。
We've all played a game that made us ask what the hell is going on immediately, followed by "I want to keep going to find out"
我们都玩过一个游戏,让我们不禁疑惑这到底是些什么,紧随其后的是“我想继续去找出真相”
2. Mastery, the player can be engaged by giving him the opportunity to master a skill and then utilize that mastery.
2. 掌握技能,可以让玩家有机会掌握一种技能,然后利用这种技能来吸引玩家。
You see this sort of thing in rhythm games, fighting games, sometimes even RPGs.
你可以在节奏游戏、格斗游戏中看到这种东西,有时甚至在RPG中也能看到。
This one's a little tougher to execute in traditional games, but we already kind of talked about this in our Easy Games episode, so moving on.
这个游戏在传统游戏中有点难执行,但我们已经在我们的《轻松游戏》系列中的一集中谈到了这一点,所以话不多说,继续讲。
3. mental challenge. Oddly enough, most of us don't actually get enough mental stimulation in a day.
3.心理挑战。奇怪的是,我们中的大多数人实际上在一天中并没有得到足够的精神刺激。
From the thought problems in Professor Layton or Mist to the logic stomping of a civ game.
从《莱顿教授或迷雾》中的思维问题到CIV游戏的逻辑践踏。
Giving players a way to work their brains is a great way to keep people interested.
让玩家开动脑筋是保持人们兴趣的好方法。
4. narrative. you ever get lost in a world. Continued playing a game just because it was a place you wanted to be.
4.叙事。你曾经迷失在一个世界里。继续玩一局游戏,只是因为游戏世界是你想去的世界。
This as well as linear story narrative is a great way to engage players .
这种以及线性的故事叙事是吸引玩家的一种很好的方式。
5. novelty. This one's hard to maintain, but human beings like new things we're engaged by novelty.
5.新颖性。这一点很难维持,但人类喜欢新事物,我们对新奇事物感兴趣。
This is why brown shooters may wear thin, but Planescape doesn't. 6. flow.
这就是为什么棕色射手可能会穿得很少,而星球逃逸不会。
Games like Everyday Shooter, N2O or even a really good session of the original Alien vs Predator can bring a player to a sort of Zen trance. We've all been there at one point or another.
像《每日枪手》、《N2O》,甚至是《异形大战捕食者》这样的游戏都会让玩家进入一种禅宗的恍惚状态。我们都曾有过这样或那样的经历。
Your eyes enter soft focus, your blinking slows, your breathing becomes incredibly regular and you are just doing. there is no controller. You and the screen are one.
你的眼睛进入柔和的焦点,你的眨眼速度变慢,你的呼吸变得令人难以置信地规律,你只是在做而已。没有控制器。你和屏幕是一体的。
You've stopped thinking in the ordinary sense of cognition and instead are working on some much deeper level.
你已经不再在普通的认知意义上思考,而是在一些更深的层面上工作。
This is very hard to design for it basically involves creating rhythm within play and then slowly demanding the player to start performing actions faster and faster, building momentum until they're performing the actions faster than they could possibly think through them.
这很难设计,因为它基本上是在游戏中创造节奏,然后慢慢地要求玩家开始以越来越快的速度执行操作,形成动力,直到他们执行操作的速度超过他们思考的速度。
It's hard to pull this off as a designer, but achieving this experience is deeply compelling in a game.
作为一名设计师,很难做到这一点,但在游戏中实现这种体验非常吸引人。
Now this is just a small set of non-conditioning ways to make games fun, and no good game relies strictly on one.
现在,这只是让游戏变得有趣的一小套非条件化方法,没有一款好游戏是完全依赖于其中一种方法的。
Most of your favorites combine many of these elements, so to all designers and future designers out there, we have to get away from this increased reliance on skinner box methods of compelling gamers to play our games.
您的大多数最喜欢的游戏都结合了其中许多元素,因此对于所有设计师和未来的设计师来说,我们必须摆脱对斯金纳盒方法的依赖来让游戏玩家喜欢玩我们的游戏。
Engagement and compulsion are different things, just because you can make an experience compelling doesn't make it a good game.
参与和强迫是两码事,仅仅因为你的游戏体验令人信服,并不代表它就是一款好游戏。
Well, thanks for watching. See you next week.
好了,感谢收看。下周见