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【RTS相关】希望此文能平息最近无聊的争论

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发表于 2010-7-29 17:37 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
战略:是指为实现某种目标(如政治、军事、经济或国家利益方面的目标)而制定的大规模、全方位的长期行动计划。
strategy:
1)(art of) planning and directing an operation in a war or campaign
2) (skill in) planning or managing any affair well
3)plan or policy designed for a particular purpose

也就是说 “战略”和strategy这两个词的含义并不完全相同
在英语中strategy的关于军事的意思是(art of) planning and directing an operation in a war or campaign并没有明确的长期、大规模的含义
再来看,tactics:art of placing or moving fighting forces in a battle
因此,英语中的战略和战术的区别很明显:
1.strategy的主要动作是计划和指导,而tactics是部署、移动和作战
2.strategy的作用主体是战役、战争,而tactics是战斗(中文解释中的“大规模”也是根据这点来判断的)

接下来看游戏,如果要精确地以战略和战术本身单词的含义来给游戏归类的话
1.《盟军敢死队》是完完全全的RTT
2.《国家的崛起》是完完全全的RTS
3.从动作上来说,只要有资源采集、基地建设、部队建造和科技研发等要素的游戏,严格来说不是RTT。
4.从主体上来说,《英雄连》这种规模应该算是明显的“局部战斗”,而所谓的“战役”和“战略”,只有在有明确的“城市之间的战争”以及更广阔的概念的游戏中才能被确定,比如《地球帝国》、《太阳帝国的原罪》。而《横扫千军》和《星际争霸》实际上都属于模糊不清的状态。
因此实际上有相当多的RTS从词义上来划分是属于模糊不清的状态。

再来看看维基百科,在Real-time strategy词条中有这么一段:
Tactics vs. strategy

Real-time strategy games have been criticized for an overabundance of tactical considerations when compared to the amount of strategic gameplay found in such games. According to Chris Taylor, lead designer of Supreme Commander, "[My first attempt at visualizing RTSs in a fresh and interesting new way] was my realizing that although we call this genre 'Real-Time Strategy,' it should have been called 'Real-Time Tactics' with a dash of strategy thrown in."[29] (Taylor then posits his own game as having surpassed this mold by including additional elements of broader strategic scope.)[29]
注意Taylor的这句话:“ it should have been called 'Real-Time Tactics' with a dash of strategy thrown in.(它们应该被称作加入了一堆战略要素的RTT。)”,然后下文解释了Taylor借此是为了显示他的游戏(横扫千军)具有更广阔的战略视野。
有战略要素的游戏能叫战术游戏么?显然Taylor说这句话只是为了批评早期RTS缺少回合制战略的那种战略视野,而不是为了给其他游戏下定义。就像我们说“国足踢的不是足球”,只是一种对国足的批评和讽刺。

In general terms, military strategy refers to the use of a broad arsenal of weapons including diplomatic, informational, military, and economic resources, whereas military tactics is more concerned with short-term goals such as winning an individual battle.[22] In the context of strategy video games, however, the difference is often reduced to the more limited criteria of either a presence or absence of base building and unit production.
这段话表明了即时战略游戏在“战略视野”上被诟病的主要原因,是因为战略要素被高度简化了,本来应该包含diplomatic, informational, military, and economic resources等众多要素的“战略”,被简化成了基地建设+单位建造。但这不代表“基地建设+单位建造”不是战略要素。我一样也说过,无论是星际、魔兽还是横扫千军,都是高度简化后的战略游戏。真正的拥有较完整战略要素的RTS只有《国家的崛起》和《太阳帝国的原罪》这一类。

In an article for Gamasutra, Nathan Toronto criticizes real-time strategy games for too often having only one valid means of victory — attrition — comparing them unfavorably to real-time tactics games. Players' awareness that the only way for them to win or lose is militarily makes them unlikely to respond to gestures of diplomacy. The result is that the winner of a real-time strategy game is too often the best tactician rather than the best strategist.[30] Troy Goodfellow counters this by saying that the problem is not that real-time strategy games are lacking in strategy (he says attrition is a form of strategy), rather it is that they too often have the same strategy: produce faster than you consume. He also states that building and managing armies is the conventional definition of real-time strategy, and that it is unfair to make comparisons with other genres.[31]
这段话说出了一个另一个重点:“winner of a real-time strategy game is too often the best tactician rather than the best strategist.(RTS的胜利者更多的时候是战术大师而非战略大师)”,这也是老虎批评星际和魔兽的一个重要观点。但我想说的是,并非只有星际和魔兽才有这个问题,事实上这是大部分RTS的通病。而且这虽然是一种批评的声音,但并不代表RTS一定要向这个方向走,“高度简化、并且让战术大师获得巨大优势”并不代表这款游戏就不是战略游戏,战略包含了战术,并且战术大师在某些特定条件下也有扭转整个战局的能力。
老虎一直在强调经济、科技、将军型玩家的平衡。这当然是好事。但并不代表RTS都要做成这样,更不代表星际魔兽就不是RTS。

In an article for Gamespy, Mark Walker criticizes real-time strategy games for their lack of combat tactics, suggesting real-time tactics games as a more suitable substitute.[22] He also says that developers need to begin looking outside the genre for new ideas in order for strategy games to continue to be successful in the future.[32]
我觉得最后引述的那句话很有意思,“developers need to begin looking outside the genre for new ideas in order for strategy games to continue to be successful in the future.(开发者们需要开拓视野,给RTS这个类型注入新的理念,才能让这类游戏继续走向成功)”
我想虽然遭受了很多批评,但C&C4确实给RTS带来了新的理念。而其他几个老牌系列基本上还是在延续传统。RTS曾经是我最喜欢的游戏类型之一,但这些年能让人感到激动人心的RTS寥寥无几,比起几个老牌系列,我更期待《RUSE》的表现。

最后看一下维基上对RTS的定义吧:
More specifically, the typical game of the RTS genre features resource gathering, base building, in-game technological development and indirect control of units.
更明确地说,一个典型的RTS游戏的要素包括资源采集、基地建设、科技研发和对部队的直接控制。

给老虎的一句忠告:即使你再看暴雪和暴白不爽,你现在的所作所为除了挑起争端外,就只能让中立玩家感到厌烦。

另外暴白你们在星际2区白就行了,其他人也别随便转那里的帖子,真的很没意思。
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