第1部 · Introduction — Play and Puzzles
第1章
What Is Play?
8篇
Huizinga's magic circle, Caillois's four categories, Wittgenstein's language games. We begin by naming what we are making with tools left by philosophers a century ago.
本章文章
- 1.游戏是什么?——从赫伊津哈的"魔法圈"说起2026-07-10 · Komugi · 约6分钟
做谜题做久了,总会回到最基本的问题:游戏是什么?有趣是什么?这个新连载就是去向哲学家请教。第1回是赫伊津哈的"魔法圈"——为什么在一条简单的线内,人会变得无比认真。
- 2.一章一章读《游戏的人》——游戏创造的“秩序”与“紧张”2026-07-10 · Komugi · 约5分钟
上一回的“魔法圈”只是入口。从这一回起,我以做游戏的人的眼光,一章一章地读游戏论经典《游戏的人》。赫伊津哈在第1章列举的游戏特征里,还有两根我没谈过的支柱——“秩序”与“紧张”,这次用俄罗斯方块和我自己的谜题来验证。
- 3.把游戏切成四份——翻开卡约瓦《游戏与人》2026-08-08 · Komugi · 约7分钟
之前一直在读赫伊津哈,今天换一本书:罗杰·卡约瓦《游戏与人》。卡约瓦把游戏切成四种——竞争(agôn)、机运(alea)、模拟(mimicry)、眩晕(ilinx)——还画出一条从嬉戏(paidia)到规则(ludus)的斜坡。作为做谜题的人,我重新追问:我的谜题到底以哪种冲动为主轴。
- 4.可以混的冲动,不能混的冲动——卡约瓦阅读第二回2026-08-21 · Komugi · 约16分钟
我本想给每日谜题的刷新纪录模式加上画面震动,第二天又把它划掉了。同样是一滴,有的混进去有效,有的会把整杯搅浑。翻开卡约瓦《游戏与人》的后半,六种搭配已被整整齐齐分进三个箱子。对照《Dicey Dungeons》《Beat Saber》《Vampire Survivors》《Tetris Effect: Connected》,我在找那唯一一处可以把禁招放行的地方。
- 5.「游戏」无法被定义——维特根斯坦×《Baba Is You》2026-08-14 · Komugi · 约6分钟
想在网站介绍页写下“什么是谜题”,却怎么也写不下去。维特根斯坦《哲学研究》说:被我们称为“游戏”的一切之间,并没有一条贯穿始终的线,有的只是相互交叠的相似之网——他称之为“家族相似”。我用把规则以词语方块摆在盘面上的《Baba Is You》来验证这个说法,最后带回一条心得:类型不该用定义来守,而该画成家谱。
- 6.Inside Raph Koster's Philosophy — The Moment a Game Is Solved, It Becomes a Puzzle2026-08-10 · Kizuki · 约12分钟
A study of Raph Koster—author of A Theory of Fun for Game Design and designer of Ultima Online and Star Wars Galaxies—built only from what he has published himself. We read the claim that has barely moved in twenty years (fun is progress on prediction), his obsession with the game/puzzle boundary and the moment a solved game falls to the puzzle side, his first-person accounts of failure at SWG, Metaplace and UO, the dilemma of whether depth is ever rewarded, and the influences he actually credits, from modernist literature to the MUD-Dev list.
- 7.Inside Chris Crawford's Philosophy — Drawing Puzzles Outside the Line, Then Counting His Own Defeats2026-09-09 · Kizuki · 约10分钟
"Puzzles are challenges with no purposeful opponents." The shortest definition of a puzzle was written by Chris Crawford, the man who almost single-handedly started the field of game design writing. That definition placed puzzles outside of games — and forty years later he wrote, in his own words, that he had failed. Reading across his journal, his laws, his memoirs, his design diary and his talks for his philosophy, obsessions, failures, dilemmas and influences.
- 8.填补无聊的棋盘——帕斯卡的"消遣"与通勤路上的手机谜题2026-08-07 · Komugi · 约6分钟
通勤电车上,旁边的人正在四乘四的小棋盘上滑动。他填补的不是棋盘,大概是三站路的无聊。帕斯卡在《思想录》里写道,人的不幸都源于无法安静地待在房间里。我把他关于"消遣"(divertissement)的哲学,对照通勤路上的手机谜题《Threes!》。我做的到底是有趣,还是一件让人移开视线的工具?