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标题: Adventure game Classification 冒险游戏的分类 [打印本页]

作者: wqzss    时间: 2009-4-1 09:18
标题: Adventure game Classification 冒险游戏的分类
From Wikipedia
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2 g& y! b/ f2 [8 o  o  [0 oComponents of an adventure game
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! Q7 Y% S& L0 N( Z, j  |Classification3 l; r% q% E3 a5 M

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Text adventure
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Main article: Interactive fiction
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Text adventures, also known as Interactive Fiction, convey the game's story through passages of text, revealed to the player in response to typed instructions. Early text adventures, such as Adventure and Scott Adams' games, used a simple verb-noun parser to interpret these instructions, allowing the player to interact with objects at a basic level, for example by typing "get key" or "open door". Later text adventures, and modern interactive fiction, can interpret far more complex sentences.' l0 W# t' c6 l* u/ O/ N6 E( q
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Graphic adventure
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Main article: Graphic adventure game
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0 G3 t: V6 p4 R8 ~% J- VGraphic adventures are adventure games that use graphics to convey the environment to the player. Games under the graphic adventure banner may have a variety of input types, from text parsers to touch screen interfaces.# e& R- ?( K. x+ _6 m5 D8 j% {0 [

6 U6 F* K  @3 l0 o# HPoint-and-click adventures are a common type of graphic adventure in which the player uses a pointer, typically a mouse, to interact with the environment and solve puzzles. This input method remains popular in the genre, and is well-suited to interaction with the environment, as opposed to direct control schemes which emphasize character control.
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Puzzle adventure

; l4 g$ x2 E& w% HPuzzle adventures are adventure games that put a strong emphasis on puzzle solving, at the expense of elements such as item gathering, item use, character interaction, or plot. Instead, they typically emphasize exploration and deciphering the proper use of complex mechanisms, often resembling Rube Goldberg machines.
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The plot of these games can be obscure, and may be conveyed only through interaction with the puzzles. Many puzzle adventures are played from a first person perspective with the player "moving" between still pre-rendered 3D images, sometimes combined with short animations or video. Examples of the genre include Schizm, Atlantis: The Lost Tales, Riddle of the Sphinx, Zack and Wiki, and Myst, which pioneered this game style.3 }/ p& p% {! N& |3 k7 g

0 o) O7 ^/ L7 `  Y. y# d# `One kind of puzzle adventure is the Escape the room sub-genre, consisting of short games where the sole object is to find a way to escape from a room. These games are typically implemented in a graphic point-and-click style, which (owing to their popularity on the Internet) are often delivered in Adobe Flash format. Examples of the sub-genre include Submachine-series, Mystery of time and space and Crimson room.- X9 S* ]& A4 K" b
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Visual novel
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Main article: Visual novel4 K" l- `' W( J8 V7 R0 s

; G7 o1 Q* n( X  H* |A visual novel (ビジュアルノベル ,bijuaru noberu) is an adventure game featuring mostly static graphics, usually with anime-style art. As the name might suggest, they resemble mixed-media novels or tableau vivant stage plays. Visual novels are especially prevalent in Japan, where they make up nearly 70% of PC games released.[32] They are rarely produced for video game consoles, but the more popular games are sometimes ported to systems such as the Sega Dreamcast or the Playstation 2. The market for visual novels outside of Japan, however, is limited.
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Visual novels have been a staple of PC software sales in Japan and other East Asian countries for over a decade, so much so that popular titles are open ported to consoles, and some even have manga and anime based upon them; such titles include Kanon (1999), Air (2000), Kimi ga Nozomu Eien (2001), Higurashi no Naku Koro ni (2002) and Fate/stay night (2004).
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Japanese adventure games belonging to the visual novel genre are more of an interactive novel than a conventional game, and as such have a tighter focus on narrative and more limited puzzle features than their Western counterparts. Instead of point-and-click or text parser interfaces, visual novels are characterised by the use of on-screen menus for everything from interaction to navigation, and the story-lines usually have a strong romantic aspect (with "dating sims" often being the main subcategory of the genre).- |& d. x* I, _7 i2 N5 ^5 K

+ `. X6 u/ D6 sVisual novels are sometimes called "dating sims" in the West, because many visual novels track statistics that the player must build in order to advance the plot. This is also because many visual novels permit a variety of endings, allowing more dynamic reactions to the player's actions than a typical linear adventure plot. The cultural differences between Western and Japanese adventure games are closely related to those in role-playing games, such as the storyline being more linear and tightly-scripted in the latter.
作者: soring123    时间: 2009-4-1 09:23
这有什么 偷懒 翻译出来啊
作者: wqzss    时间: 2009-4-1 09:32
这都需要翻译吗……很简单的英文了,而且大都是术语。
作者: XYZ    时间: 2009-4-1 09:37
需要翻译,否则看不懂啊。。。。
作者: soring123    时间: 2009-4-1 09:54
老大都看不懂 我更看不懂
作者: wqzss    时间: 2009-4-1 09:55
。。。。。。。。。。。。。。。。。。。。。。。。。。
作者: 田横    时间: 2009-4-1 11:04
四个分类实际就是两个,文字类和图像类,前者类似阅读小说的一种方式,后者则主要是利用图像元素解谜题。一句话,冒险游戏不包括动作要素。
作者: jimi    时间: 2009-4-1 13:12
居然还有一句日语 [s:2]
作者: caesarzx    时间: 2009-4-1 20:39
翻译吧。不是所有人都会英文,会英文的人不一定都看得懂。
作者: caesarzx    时间: 2009-4-1 20:43
好像还一种有游戏可以算进冒险游戏的范畴,是《莎木》首创的”FREE“类游戏。Full Reactive Eyes Entertainment。1 ]) h% S, v$ l6 J& q5 g
游戏有故事主线,但是人物的所有行动都是自由的,游戏世界自由度奇高,能干许多杂碎的事。所以FREE这个名字很神。
作者: 网虫    时间: 2009-4-2 04:35
谢谢告知 [s:2]
作者: suchafool511    时间: 2009-4-2 13:13
文字冒险,图像冒险,解谜和虚拟小说。是这样的吧。
作者: tecbtbq    时间: 2009-4-2 20:38
虽然能看懂,但是对于总看中文的人来说还是有点别扭
作者: lilymoon    时间: 2009-4-12 07:59
看不懂~
作者: gdyager    时间: 2009-8-7 22:49
请说中文,大家看不懂鸟语,对你简单,对别人未必;请尊重一下别人




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