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| Type | Interaction | Strengths | Weaknesses |
|---|---|---|---|
| Parser-based | Natural language commands | High freedom, puzzle-oriented | "Guess the verb" friction |
| Choice-based | Select from options | Constrained, easier to author | Risk of false choices |
| Hybrid (VN, RPG) | Multiple modes | Rich, persistent state | High authoring burden |
| Tabletop scenario | GM interprets | Dynamic, improvisational | Requires facilitator |
| 类型 | 交互方式 | 优势 | 劣势 |
|---|---|---|---|
| 基于解析器 | 自然语言指令 | 自由度高、侧重解谜 | 存在“猜测动词”的操作障碍 |
| 选项驱动 | 从给定选项中选择 | 自主性受限、易于创作 | 存在虚假选项风险 |
| 混合类型(视觉小说、RPG) | 多种交互模式 | 内容丰富、状态持久 | 创作负担重 |
| 桌面剧本 | 由GM(游戏主持人)解读 | 动态性强、即兴发挥空间大 | 需要专人主持 |
| Technique | Description | Trade-off |
|---|---|---|
| Foldback | Branches reconverge at key beats | May feel railroaded if obvious |
| Delayed consequences | Flags alter later content, not path | Same structure, different texture |
| Quality-based | Storylets unlock by accumulated state | Harder to ensure dramatic arc |
| Bottleneck | Multiple paths through fixed story beats | Preserves authored climaxes |
| 技巧 | 说明 | 权衡 |
|---|---|---|
| 折返结构 | 分支在关键节点汇合 | 若过于明显,可能会让玩家感觉被“牵着走” |
| 延迟结果 | 标记影响后续内容而非路径 | 结构相同,但内容细节不同 |
| 基于质量的解锁 | 根据累计状态解锁故事片段 | 难以保证戏剧弧线的完整性 |
| 瓶颈结构 | 多条路径通过固定的故事节点 | 保留作者预设的高潮部分 |
| Type | Description | Risk |
|---|---|---|
| Branch endings | Different conclusions by path | Unequal effort to achieve |
| Quality endings | Same ending, quality varies | Can feel like high score |
| Hidden endings | Secret conclusions | Completionist frustration |
| 类型 | 说明 | 风险 |
|---|---|---|
| 分支结局 | 不同路径对应不同结局 | 达成各结局的付出不均 |
| 质量结局 | 结局相同,但质量有差异 | 可能会变成追求高分的游戏 |
| 隐藏结局 | 秘密结局 | 可能让收集党感到挫败 |
| Type | Purpose | Example |
|---|---|---|
| Plot flags | What happened | Met the mentor? |
| Relationship values | Character dynamics | Trust level |
| Resources | Economic/survival | Money, health |
| Qualities | Character development | Courage stat |
| Inventory | Objects/abilities | Key items |
| 类型 | 用途 | 示例 |
|---|---|---|
| 剧情标记 | 记录已发生的事件 | 是否见过导师? |
| 关系值 | 记录角色间的动态 | 信任等级 |
| 资源 | 记录经济/生存要素 | 金钱、健康 |
| 特质 | 记录角色成长 | 勇气值 |
| 物品栏 | 记录物品/能力 | 关键道具 |
─────[choice]───────[choice]───────[choice]─────
│ │ │
variation variation variation─────[choice]───────[choice]───────[choice]─────
│ │ │
variation variation variation ┌─A─┐ ┌─D─┐
Start───┼─────Midpoint───┼─────Climax─────End
└─B─┘ └─E─┘ ┌─A─┐ ┌─D─┐
Start───┼─────Midpoint───┼─────Climax─────End
└─B─┘ └─E─┘ ┌──────Route A──────┐
Start ───┤ ├─── Endings (3-4)
└──────Route B──────┘ ┌──────Route A──────┐
Start ───┤ ├─── Endings (3-4)
└──────Route B──────┘| Type | Description | Quality |
|---|---|---|
| Binary moral | Right vs. wrong | Too simple—avoid |
| Dilemma | Two goods in conflict | Best—no clear answer |
| Expression | Same outcome, different character | Valid if authentic |
| Strategic | Risk/reward calculation | Good for game-like IF |
| Discovery | Which path to explore | Acceptable for pacing |
| 类型 | 说明 | 质量 |
|---|---|---|
| 二元道德选项 | 对与错的选择 | 过于简单——避免使用 |
| 两难选项 | 两种善的冲突 | 最佳选项——没有明确答案 |
| 表达型选项 | 结果相同,但展现不同角色特质 | 若真实可信则有效 |
| 策略型选项 | 风险/回报的权衡 | 适合类游戏的交互式小说 |
| 探索型选项 | 选择探索哪条路径 | 可用于调节节奏 |
| story-sense State | Maps to IF State |
|---|---|
| State 4.5: Plot Without Pacing | IF5 (Flowchart Feel) |
| State 5.75: Ending Doesn't Land | IF6 (Ending Problems) |
| story-sense状态 | 对应IF状态 |
|---|---|
| 状态4.5:无节奏的剧情 | IF5(流程图感) |
| 状态5.75:结局无力 | IF6(结局问题) |
context/output-config.mdexplorations/interactive/context/output-config.md.interactive-fiction-output.mdcontext/output-config.mdexplorations/interactive/context/output-config.md.interactive-fiction-output.md| Goes to File | Stays in Conversation |
|---|---|
| IF state diagnosis | Clarifying questions |
| Branch structure notes | Discussion of specific choices |
| Choice quality assessment | Writer's design decisions |
| Complexity recommendations | Real-time feedback |
| 存入文件 | 保留在对话中 |
|---|---|
| IF状态诊断 | 澄清问题的提问 |
| 分支结构记录 | 特定选项的讨论 |
| 选项质量评估 | 创作者的设计决策 |
| 复杂度建议 | 实时反馈 |
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