柏林诠释
注:译文中的“肉鸽”指Roguelike而非Rogue亦或是Roguelite
==Preamble==
《序言》
This definition of "Roguelike" was created at the International Roguelike Development Conference 2008 and is the product of a discussion between all who attended. The definition at was used as the starting point for the discussions. Most factors are newly phrased, new factors have been added, some factors have been removed.
本文对于“肉鸽”的定义来自2008年的国际肉鸽开发者大会,是所以与会者讨论的结果。中的定义是此次讨论的起点。定义中重新描述了大多数要素,增加了新的要素,并且移除了部分要素。
==General Principles==
《总则》
"Roguelike" refers to a genre, not merely "like-Rogue". The genre is represented by its canon. The canon for Roguelikes is ADOM, Angband, Crawl, Nethack, and Rogue.
“肉鸽”是一种游戏类型,而不仅仅是“用于肉产的饲养鸽子”的缩写。这种类型以其经典为代表,例如:ADOM,Angband,Crawl,Nethack和Rogue。
This list can be used to determine how roguelike a game is. Missing some points does not mean the game is not a roguelike. Likewise, possessing some points does not mean the game is a roguelike.
以下的列表可以用来判断一个游戏的肉鸽程度。缺失部分要素并不意味着一个游戏一定“不是肉鸽”,反之亦然,具有部分要素也不意味着它一定“是肉鸽”
The purpose of the definition is for the roguelike community to better understand what the community is studying. It is not to place constraints on developers or games.
本定义的目标是让肉鸽社区更好地理解社区当下着重研究讨论的内容,而非对开发者或游戏本身作出限制。
==High value factors==
——高价值要素——
====Random environment generation====
随机环境生成
The game world is randomly generated in a way that increases replayability.
Appearance and placement of items is random.
Appearance of monsters is fixed, their placement is random.
Fixed content (plots or puzzles or vaults) removes randomness.
游戏世界是随机生成的,以提高重复游玩的价值。
物品的外观与位置是随机的。怪物的外观是固定的,但位置是随机的。
固定的游戏内容(例如情节、谜题或金库)用于减少随机性则是可行的。
注:金库(vaults)指可以跨游戏轮次保存物品的机制,在部分游戏中存在。
====Permadeath====
永久死亡
You are not expected to win the game with your first character. You start over from the first level when you die. (It is possible to save games but the savefile is deleted upon loading.) The random environment makes this enjoyable rather than punishing.
玩家应当预期无法第一次游玩就通关游戏。如果死亡,玩家将从第一关开始。保存游戏是可行的,但在加载完毕后存档应即被删除(注:即在正常游戏流程内阻止玩家SL)。随机环境应当用于增进可玩性而非与此结合用于惩罚玩家
====Turn-based====
回合制
Each command corresponds to a single action/movement. The game is not sensitive to time, you can take your time to choose your action.
每个指令对应一个行动/移动。游戏不限制回合时间,玩家可以花时间抉择接下来的行动。
====Grid-based====
网格棋盘制
The world is represented by a uniform grid of tiles. Monsters (and the player) take up one tile, regardless of size.
游戏世界是一个网格的棋盘。怪物(和玩家)占用一个格子,无论外观大小如何。
====Non-modal====
非模态
Movement, battle and other actions take place in the same mode. Every action should be available at any point of the game. Violations to this are ADOM's overworld or Angand's and Crawl's shops.
移动、战斗和其他行为以同样的方式运作。每种行为应该在游戏的任何时候都可用。
反例是ADOM的主世界以及Angand和Crawl的商店。
====Complexity====
复杂性
The game has enough complexity to allow several solutions to common goals. This is obtained by providing enough item/monster and item/item interactions and is strongly connected to having just one mode.
游戏足够复杂,允许玩家通过多种不同的解决方案来达成同一目标。游戏通过提供足够的物品、怪物和物品间交互实现这种效果,并且与只有一种游戏模式密切相关。
====Resource management====
资源管理
You have to manage your limited resources (e.g. food, healing potions) and find uses for the resources you receive.
你必须管理有限的资源(例如食物、治疗药水)并找到这些资源的用途。
====Hack'n'slash====
杀杀杀
Even though there can be much more to the game, killing lots of monsters is a very important part of a roguelike. The game is player-vs-world: there are no monster/monster relations
(like enmities, or diplomacy).
尽管仍然可以有许多其他内容,但杀死大量怪物是肉鸽中非常重要的一部分。玩家需要对抗整个世界,这意味着没有怪物间关系(如怪物间敌对或合作)。
====Exploration and discovery====
探索发现
The game requires careful exploration of the dungeon levels and
discovery of the usage of unidentified items. This has to be done anew every time the player starts a new game.
游戏需要仔细探索地牢关卡并发现未知物品的使用效果。每当玩家开始新一轮游戏时,都必须重新进行这个过程。
==Low value factors==
——中价值要素——
====Single player character====
单个可操控角色
The player controls a single character. The game is player-centric, the world is viewed through that one character and that character's death is the end of the game.
玩家只操控单个角色。游戏以玩家为中心,玩家通过操控角色得以窥探世界的全貌,而角色的死亡就是游戏的结束
====Monsters are similar to players====
怪物与玩家相似
Rules that apply to the player apply to monsters as well. They have inventories, equipment, use items, cast spells etc.
适用于玩家的规则同样适用于怪物。它们也拥有背包、装备,可以使用物品、施法等。
====Tactical challenge====
策略挑战
You have to learn about the tactics before you can make any significant progress. This process repeats itself, i.e. early game knowledge is not enough to beat the late game. (Due to random environments and permanent death, roguelikes are challenging to new players.)
玩家必须先了解游戏策略,然后才可能取得重大进展。这个过程会重复多次,因为前期的游戏知识不足以通过游戏后期的关卡。(由于随机环境和永久死亡,肉鸽对新玩家更具挑战性。)
The game's focus is on providing tactical challenges (as opposed to strategically working on the big picture, or solving puzzles).
游戏的重点是考验玩家的临场策略(而不是全局战略或者解谜)。
====ASCII display====
ASCII显示
The traditional display for roguelikes is to represent the tiled world by ASCII characters.
传统的肉鸽画面由平铺的ACSCII字符所展现
====Dungeons====
地牢
Roguelikes contain dungeons, such as levels composed of rooms and corridors.
肉鸽采用地牢关卡,例如由房间和走廊组成的关卡。
====Numbers====
数字
The numbers used to describe the character (hit points, attributes etc.) are deliberately
shown.
角色有关的数字(生命值、属性等)需要特别标注出来。
翻译:清明 校对:莉莉黑