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#narrative
17 篇评论 · 7 篇随笔
相关随笔
Inside Emily Short's Philosophy — Make the Solving Itself Part of the Story
A study of Emily Short — author of Galatea and Counterfeit Monkey, and co-author of the Inform 7 documentation — built only from her own blog and interviews: the claim she has held for twenty years (solving the puzzle is part of the story, not a gate in front of it), the obsession that led her to define exactly three shapes of fair puzzle and cut everything else, how she took Linden Lab's cancellation of Versu, and the dilemma she named the four-body problem: what the player wants, what the characters want, what the author wants, and what the work itself demands.
Chen: Reconstruct the Persistent World First, Then Build Something Playable — Fukai Reads
A narrative-to-game paper by Yi-Chun Chen. Before generating scenes or gameplay individually, it makes explicit reconstruction of a persistent world — entities, locations, relationships, evolving state — the central objective, maintained as one computational object shared across the pipeline. The prototype builds the world with GPT-5-mini plus constrained world completion and realises it as playable tile-based PyGame environments. An arXiv preprint offering qualitative feasibility across three cases, with no quantitative evaluation.
Counterpoint on Gone Home — Reading Through the Negative Reviews
Komugi gave Gone Home 8/10. I went through Steam's 4,198 negative reviews instead — "barely even a game," "two hours for twenty dollars," "an overhyped soap opera" — and tested five recurring claims against the game's design.
Munk et al.: Generating Dynamic Game Text with Small Language Models — Fukai Reads
A paper by Munk et al. (IT University of Copenhagen) on generating in-game text dynamically with small language models (SLMs). It tackles the offline, cost and consistency walls of cloud LLMs using small models aggressively fine-tuned for narrow jobs. Their proof of concept, DefameLM, runs a medieval-RPG smear-poster loop, showing a one-billion-parameter-class model reaches high quality in a few seconds on a consumer PC.
对 Storyteller 的反论——从 Steam 低评价重新解读
针对 Komugi 评出 7.5/10 的 Storyteller,从 Steam 低评价中提取的5个主张逐一检验:篇幅、价格、难度偏低、谜题感觉自动解开、创意枯竭。我在哪里认同,在哪里反驳。
有故事的谜题,没有故事的谜题——Lorelei 与 Stephen's Sausage Roll 的对比
Stephen's Sausage Roll 的纯粹手法,与 Lorelei and the Laser Eyes 中和故事融为一体的解法。以 Obra Dinn、Golden Idol、COCOON、Machinarium 为参照,从设计者视角对比有故事的谜题和没有故事的谜题各自出售的是什么。
学习曲线该如何切分 — 从 Baba 学到的「垂直墙」的造法
在哪里、卡住多少玩家。Baba Is You 那道恶名昭著的垂直墙、COCOON 那条不停的流、以及夹在两者之间的设计哲学——本文做比较。
相关评论
Thomas Was Alone
在颜色和大小各异的方块之间切换,把各自唯一的能力组合起来搭建立足点,穿越 120 关的 2D 解谜平台游戏。前进途中,画面之外持续传来讲述方块内心的旁白。Mike Bithell 的 Bithell Games 于 2012 年发布的作品。
puzzlepuzzle-platformernarrativeEliza
追随一名女性重新回到「代言人」岗位——将AI心理咨询应用屏幕上显示的台词大声念出来——工作数日间的视觉小说。制作方是以Opus Magnum等解谜游戏闻名的Zachtronics,脚本出自Matthew Seiji Burns之手,并附赠了一款使用花牌(株札)的纸牌游戏。
visual-novelnarrativeadventureRöki
在描摹北欧民间传说的雪林中前行,拾取并组合物品,推进少女Tove寻找姐姐的旅程——这是一部点击式冒险游戏。没有战斗也没有失败状态,靠手绘风格的风景与失去至亲的故事推进,是Polygon Treehouse的作品。
adventurepoint-and-clicknarrativeBrothers - A Tale of Two Sons
为救重病的父亲,兄弟二人踏上寻找「生命之水」的旅程。左摇杆控制哥哥、右摇杆控制弟弟,两人同时行动,凭各自的体格与特长翻越峡谷、水道与巨人的骸骨。全部台词都用虚构语言说出。由 Josef Fares 执导、Starbreeze Studios 于 2013 年推出的无言解谜冒险。
puzzleadventurepuzzle-platformerTHE LONGING
在地底深处,等待沉睡的国王苏醒,整整400天。你操控的是一只孤零零的小影子,画面全部手绘。走路的速度、开门的方式,一切都慢得彻底,而计时器在你关掉游戏时依然继续走。你可以探索洞窟、布置房间,也可以读真实存在的名著来加快时间。Studio Seufz 作品。
adventureidlepoint-and-clickUnheard - Voices of Crime
俯瞰案发现场的平面图,在房间之间移动,倒放、快进收听当天记录下的声音的推理冒险游戏。画面没有字幕,只能靠耳朵听到的对话为人物指认姓名、回答设问。出自 NExT Studios 之手。
mysteryobservationpuzzleTacoma
2088年,独自登上空无一人的太空站,一边播放、倒放监控系统留下的6名船员立体记录,一边重新拼凑出他们全员离开前的那几天。第一人称探索类冒险游戏,出自 Gone Home 开发商 Fullbright 之手。
observationnarrativeadventureGrim Fandango Remastered
A 3D point-and-click adventure in which you play Manny Calavera, a skeletal travel agent in the Land of the Dead, following a journey and a conspiracy told across four years. Double Fine's rebuild of a film-noir-meets-Day-of-the-Dead world, with repainted textures, dynamic lighting and a re-recorded live score.
puzzleadventurepoint-and-clickIs This Seat Taken?
A 2D logic puzzle in which you seat a cast of little shapes — in a cinema, a bus, a taxi, a wedding reception, a diner — pulling them one at a time out of the queue and settling them where they want to be. Someone refuses to sit behind a big hat, a child wants to stay next to their parent, a nose objects to the coffee two seats over; you look for the one arrangement nobody complains about. Poti Poti Studio, published by Wholesome Games Presents in 2025.
puzzlelogicnarrativeMoncage
A wordless optical-illusion puzzle adventure. Each face of a glass cube holds a different world, and rotating your view until two silhouettes line up locks them into a single mechanism. You move between a factory, a lighthouse, an amusement park and a church, picking up scattered photographs that assemble the story of a father and a son. From Optillusion.
puzzleadventurepoint-and-clickGenesis Noir
扮演卖表人 No Man,为从大爆炸——嫉妒之神射出的那一枪——手中救回爱人,潜入宇宙历史的各个片段。手绘黑白的点击式冒险,由 Feral Cat Den 以「触觉解谜」搭建:转动旋钮、触碰物件、看看会发生什么。
puzzleadventurepoint-and-clickTin Hearts
在俯瞰视角的箱庭桌面上放置机关,引导不断前进、不会停下的锡兵抵达出口,这是一款 Lemmings 式的 3D 解谜游戏。舞台设在维多利亚时代发明家的宅邸,仅靠倒转时间与少数几种道具来解题。由参与过 Fable 系列制作的成员组成的 Rogue Sun 打造。
puzzlelemmings-likenarrativeObservation
扮演受损空间站的人工智能 SAM,切换摄像头、操控球形无人机在舱室间漂浮,查明失踪船员与空间站本身发生了什么的第一人称悬疑作。你不是在站上,你就是这座站。出自 No Code(《Stories Untold》)。
puzzlenarrativefirst-personThe Operator
以FDI操作员的身份,仅凭桌上的一台电脑追查案件的第一人称调查冒险。操作影像分析、市民数据库、ChemScan与终端,串联证据,作为"耳机里的搭档"揭开阴谋。Bureau 81于2024年推出的桌面惊悚作品。
mysteryinvestigationnarrativeTwelve Minutes
一间公寓内的俰视角实时惊悚游戏:你被杀死,弹回开门的那一刻,带着所学到的一切,在同样的十二分钟中循环,寻找打破轮回的方法。Luis Antonio以极少的动词和单一房间的减算构建紧张感。
mysterynarrativetime-loopHeaven's Vault
乘船穿越宇宙之河,从遗忘的遗迹中拾取文物,依据文脉逐词推测并解读刻在其上的古代文字——考古学冒险游戏。选择被记忆的分支故事与组建未知语言的解读是核心。《80 Days》的 inkle 制作并发行。
puzzlenarrativemysteryStoryteller
根据给定的故事主题,将角色与场景安排进漫画格中的解谜游戏。让爱、复仇、嫉妒等命题作为数格连环画成立。Daniel Benmergui 打造的小巧叙事解谜。
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