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When a gamemaster(游戏设计师)commence creating and running a gaming campaign, she almost always draws inspirations from movies, ficti
When a gamemaster(游戏设计师)commence creating and running a gaming campaign, she almost always draws inspirations from movies, ficti
admin
2013-07-02
61
问题
When a gamemaster(游戏设计师)commence creating and running a gaming campaign, she almost always draws inspirations from movies, fiction, comic books, and similar sources in mind. Her influences may be subconscious — she favors the novels of Tolkien and Kurtz, so she tries to incorporate elements similar to theirs into her game without deliberately copying them — or conscious — she just saw the movies Stargate and tries to file off the serial numbers and create a virtually identical campaign — but in both cases the influences exist. When gamemasters create and run games, they often try to simulate the media, settings, and genres that so fascinate them.
There’s nothing wrong with this. One of the things that pull many people into gaming is the desire to create their own settings and worlds, ones as well portrayed, cleverly put together, and wondrous as the books they read and the television shows they see. It’s only natural that our viewing and reading habits form interconnections with our gaming hobby.
By the same token, however, games are not novels. Nor, for that matter, are they movies, television shows, comic books, short stories, or anything else. They’re games, pure and simple, and though they may be influenced by mass-media entertainment, they don’t follow all of the same "rules". At some times a setting proves so unadaptable to RPGs that it’s not worth the effort to try to carry it over to the gaming table. Most of the time games exist in a gray area where they can simulate some aspects of a genre or setting well and others not so well.
The wise GM learns to work within the boundaries of genre and setting simulation. She takes advantage of the nature of roleplaying games to create her own stories and settings which, while properly reminiscent of the books, movies, and shows that inspired her, also make use of the unique strengths and attributes of gaming itself.
What the philosophizing and suggesting boils down to is this: You’re playing a game about story creation, you’re not writing a novel or creating a movie. If you hold simulation of novels and movies as your ultimate goal, you’re likely to be disappointed, because games aren’t mass-media entertainments — they’re games. You can do a lot to make your games more like mass-media entertainments than they are now and in the process improve them, perhaps dramatically. But you shouldn’t ever lose sight of the fact that they remain games and thus follow different rules. Try to get around those rules and you’re likely to become frustrated and aggravated when your games don’t measure up to your favorite books and shows. If you stick to those rules, you’ll find your games fun, exciting, and enriching in and of themselves.
What does the passage mainly talk about?
选项
A、Gaming hobby.
B、Gaming creation.
C、Mass-media entertainment.
D、Creation inspirations.
答案
B
解析
主旨大意题。第一段指出游戏设计师在创作游戏时,有意识无意识地受到所喜爱的电影、小说等资料的影响。第二、三段介绍了游戏和大众传媒娱乐的异同点。第四、五段说游戏设计师如何对待这些异同。由此分析可知全文都在围绕游戏创作这一话题展开,故[B]项正确。
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0
大学英语六级
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