秘密、興趣、八卦和聯(lián)系
秘密、興趣、八卦和聯(lián)系
Secrets, Interests, Gossip, And Connections
帶有不完全信息的社會模擬
Social simulation with imperfect information
AXIOMS
2023年5月26日

介紹
Introduction
在我們深入討論今天的帖子之前,需要注意的是,Axioms 中的許多非策略機制實際上可以關閉,其中包括關于八卦和連接的內(nèi)容。在這種情況下,將會有一個顯示各種游戲規(guī)則的界面用于操作。“魔法/平凡”是另一個游戲規(guī)則,同樣能啟用或關閉大量的游戲機制。無論你想要制作架空歷史模組還是沒有幻想元素的完全虛構世界,你都可以點擊這些選項。
It is important to note before we dive into the post for today that lots of the non-strategy mechanics in Axioms can actually be turned off and that includes the Gossip and Connections stuff. There will be a screen for a variety of game rules in this vein. “Magical or Mundane” is another game rule that toggles a massive web of game mechanics on or off. Whether you want to make an alt-history mod or a fully fictional world without fantasy elements this is the button to click.
除此之外,《Secrets》最初是一個獨特的Axioms概念,但最終被許多開發(fā)者融入到他們的游戲中,因為我在2015年底至2021年長期忙于政治/EVE Online?!禨ecrets》的工作原理類似于《星際王朝》或《十字軍之王》,但仍然保留了獨創(chuàng)的細節(jié)并融合了Axioms的標志性特征,當然,就好感系統(tǒng)而言,秘密所產(chǎn)生的影響受到大量潛在因素的調(diào)節(jié)。一個秘密可能毫無意義,也可能意義重大,這取決于了解這個秘密的角色之 "意識"(“Consciousness”)。
With that out of the way Secrets was an originally unique Axioms concept that eventually made it into games by devs both minor and major who released projects during my long politics/EVE Online hiatus from late 2015 to 2021. It works similar to the versions in Star Dynasties or Crusader Kings but it at least still retains the unique detail and integration of iconic Axioms features and of course the impact Secrets have is modulated by tons of potential factors as far as the Opinion system. A Secret could be meaningless or massive depending on the “Consciousness” of the Character who becomes aware of it.
Gossip是一個處理Axioms中各種“不完全信息”的系統(tǒng)。在游戲中,你并不能自動掌握所有其他角色或人口的完整信息。屬性、技能、性格特征、意識形態(tài)光譜、個人興趣和欲望。這些都是角色 "意識 "的組成部分。意識會影響角色與世界互動的方式,也會影響當你試圖干涉角色使其達成你的目標時需要采取的行動。
Gossip is a system that deals with the extensive variety of “imperfect information” in Axioms. You don’t automagically have a complete breakdown on every other Character or Population in the game. Attributes, Skills, Personality traits, Ideology spectra, personal Interests and Desires. These are the many parts of the “Consciousness” of a Character that affects the way they interact with the world and the different Actions you’ll want to take to move them to your personal rhythm.
由于RAM和CPU性能限制的原因,Axioms無法單獨追蹤每個角色。有關角色的任何給定數(shù)據(jù)都將分為 8 個“層級”中的1層,與省份和人口的一般“情報網(wǎng)絡”信息的劃分方式相同,你將根據(jù)各種因素進行訪問。
For reasons of RAM and CPU performance limits Axioms can’t track each of these individually for each pair of Characters. Any given data about a Character will fall into 1 of 8 “Tiers”, the same way the general “Intelligence Network” information on Provinces and Populations is divided, and you’ll have access based on various factors.
“連接”是一套與人際關系相關的游戲機制。角色會知道你有一些欲望,無論是公開的還是私密的,如果他們喜歡你或想要從你那里得到什么,他們會嘗試利用這一點。你想要配偶嗎?嗯,你不能像在某些游戲中那樣簡單地打開一本巨大的自動結婚候選人魔法書,然后通過詳細的個人信息來過濾它們。你的父母、兄弟姐妹、密友或封臣/領主會考慮他們對你意識的了解,并推薦潛在的配偶/盟友/顧問。
“Connections” is a set of game mechanics related to interpersonal relationships. A Character will know you have some Desire, whether public or private, and if they like you or want something from you they’ll attempt to leverage that. You want a spouse? Well you can’t just roll up the giant automagical book of marriage candidates as you can in some games and filter them by detailed personal information. Your parent, sibling, close friend, or vassal/liege will consider what they know of your Consciousness and recommend potential spouses or allies or advisors.
八卦
Gossip
八卦的運作方式是,當你與其他角色進行互動或進行任何形式的休閑聊天時,你會根據(jù)其他人知道而你不知道的信息獲取新信息,反之亦然。
The way that Gossip works is that when you engage in interactions and occasions with other Characters where you have any sort of casual chat you’ll pick up new information based on what the other person knows that you don’t and vice versa.
正如我之前發(fā)布的文章所述,游戲中有多種社交互動,可以為角色實現(xiàn)不同的目標。每個角色都有自己的技能和興趣,因此不同的互動會依據(jù)所涉及角色的不同而達到各種效果,大多數(shù)時候是少量的技能進步和可變的小幅度好感提升。
As I’ve posted about before there are a variety of social Interactions in the game that achieve different things for Characters. Each Character has Skills and Interests such that different Interactions achieve different results based on the Characters involved. Often this is a minor amount of Skill progress and a variable small to medium Opinion boost.
然后這些交互會進一步產(chǎn)生不同的效果,取決于具體情況。要求另一個角色跳舞將根據(jù)兩個角色的技能、他們對跳舞的興趣、他們的性別以及場景(例如在酒館或舞會或更休閑的音樂活動中)創(chuàng)建好感修正。
These Interactions can then be modified further by context. Asking another character to Dance would create an Opinion Modification based on the skills of the two Characters, their Interest in dancing or lack thereof, their gender, and the context such as in a tavern or at a ball or perhaps a more casual musical event.
在適當?shù)幕雍蛡€性修正下,有機會獲得有關一個或多個其他角色的新信息。例如,兩個群居角色進行一對一的八卦互動,如果他們也經(jīng)常與許多其他角色互動,則可以向兩者提供大量新信息。
During appropriate Interactions and modified by Personality there’s some chance of gaining new Information on one or more other Characters. Two gregarious Characters having a one on one Gossip interaction for instance could generate a lot of new Information for both if they also often Interact with many other Characters.
你可以在八卦互動和其他一些互動中具體詢問另一個角色。正如之前的設計文章中簡要提到的,你甚至可以向另一個角色的朋友詢問有關第三者的信息,這通常發(fā)生在浪漫的場景中。
You can ask specifically about another Character during Gossip Interactions and some other Interactions. You can even, as mentioned briefly in a previous design post, ask friends of another Character for information on a third Character. This would often be used in a romantic context.
請注意,Axioms沒有你可能期待的藝術資源,視覺小說或約會游戲那種。也沒有情節(jié)點和對話。因此,這種體驗與視覺小說或約會模擬游戲并不相似。你可以隨心所欲地在腦海中構建故事和敘述。但游戲本身相對枯燥,浪漫的互動不是主要焦點。它的存在是為了實現(xiàn)普遍現(xiàn)實性,并為非策略、非最優(yōu)化游戲玩法提供動機。
Note that Axioms lacks art assets you might expect from a visual novel or dating game. It also lacks plot points and dialogue. So the experience is not really similar to visual novels or dating sims. You can build up stories and narratives in your head or not as you please, but the game is relatively dry and romantic interaction is not a primary focus. It exists to enable verisimilitude generally and to provide motives for non-minmax non-strategy gameplay.
連接
Connections
連接不是一種游戲機制,而只是我為了描述起來方便而對一組松散關聯(lián)機制采取的寬泛稱呼。Axioms是一款關于選擇和專注的游戲。這尤其是由注意力點數(shù)系統(tǒng)驅(qū)動的。你不可能每回合都做所有事情。這也是Axioms擁有各種高度集成系統(tǒng)的原因。
Connections are not a gameplay mechanic but just a label I apply to a set of loosely linked mechanics for descriptive purposes. Axioms is a game about choice and focus. This is driven especially by the Attention Point system. You can’t do everything every turn. That is also why Axioms has a wide variety of heavily integrated systems.
當玩家選擇扮演具有強烈社交焦點的角色時,體驗應該與扮演將軍、巫師或行政人員截然不同。當然,現(xiàn)實生活中的所有這些角色都有某些共同點。每個玩家都必須在一定程度上處理社交關系,但你可以自由決定是否深入其中。
When the player chooses to play a Character with a strong social focus they should have a very different experience to someone who plays as a general or a wizard or an administrator. Of course all of these roles in real life have certain things in common. Every player must handle social relationships to some degree. But you can swim in the shallows or dive to the depths.
花費注意力點數(shù)預算來發(fā)展個人社交技能以及與來自不同領域的各種人物建立親密關系的玩家將獲得相應的顯著收益。更多的角色將能夠為配偶或新朋友或適合特定社會職能的角色提供建議。你想成為一個注重軍政改革的社會人物嗎?你認識、信任的人越多,想要幫助你的人越多,他們就越能指出具有相似目標的其他角色。
A player who expends their Attention Point budget to develop their personal social skills and a wide variety of close friends and acquaintances from different spheres will gain significant benefits appropriate to that effort. Far more Characters will be able to offer recommendations for spouses or new friends or for characters to fit a specific social niche. Oh you want to be a military and administration reform focused social character? The more people you know and trust and who want to help you the more they’ll be able to point to other Characters with similar goals.
“天哪,F(xiàn)arnsworth不會對軍事歷史閉嘴。難怪他沒有朋友?!?顯然,游戲中沒有實際的對話,但另一個角色可以了解“Farnsworth”的興趣、技能和屬性,從而能夠向你推薦他。“查爾斯每天早上都會和警衛(wèi)一起在軍營里訓練”。或者至少他非??粗刈约旱摹坝柧殹迸d趣,而且他父親莊園的設施是一流的。
“Oh god Farnsworth won’t shut up about military history. No wonder he has no friends.” Obviously there’s no actual dialogue in the game but the other Character will have access to “Farnsworth’s” Interests, Skills and Attributes and thus be able to recommend him to you. “Charles trains in the barracks every morning with the guards”. Or at least he has a high value on his “Training” Interest and the facilities on his dad’s estate are top notch.
當你與角色互動更多時,你通常會解鎖有關角色的信息,并且他們也可能有“公開”誓言或誓言或與他們關心的事情相關的內(nèi)容。另外,根據(jù)你的家人及其知識以及你的童年時光,你將獲得一定程度的自然信息。
You’ll generally unlock information about a Character as you interact with them more, and they’ll also potentially have “public” oaths or vows or w/e related to things they care about. Plus you’ll have some level of natural information based on your family and their knowledge and your time as a child.
如果你有能力支持大型情報網(wǎng)絡,你也可以參與真正的陰謀。所以金錢、封臣、頭銜等等都是支撐基礎。沒有物質(zhì)實力的角色也可以靠個人努力得到出色的信息收集能力,而不是依賴于雇傭其他人。
You can also engage in actual Intrigue if you have the capability to support a large Intelligence Network. So money, vassals, titles, and other aspects of a support base. A Character without material capacity could also have advanced personal capabilities for information gathering, rather than hiring others.
根據(jù)你的游戲設置,你在技術上可以擁有其他角色的完美信息,但當然他們也會擁有這些信息。一種折中設置將涉及僅扮演貴族并通過情報網(wǎng)絡發(fā)現(xiàn)所有信息,只有公開和私密信息兩個“層”。
Depending on your game settings you could technically have perfect information on other Characters but of course they’ll have that as well. A sort of middle setting would involve playing only as an aristocrat and having all information discovered via Intelligence Network with only two “Tiers” of Public and Private Information.
興趣
Interests
我之前在 2022年4月的“Consciousness”帖子中談到過興趣,但那篇帖子相對簡略,大部分內(nèi)容只是潛在興趣列表。我可能會大幅度修改該帖子以使其更加完整,但現(xiàn)在我想解釋興趣如何與連接相關的機制交互。
I’ve touched on Interests before in the “Consciousness” post from April 2022 but it was relatively simplistic and mostly just a list of potential Interests. I might go back and edit a lot of the sections of that post to be more complete but for now I want to explain how Interests interact with Connections-related mechanics.
興趣是角色真正感興趣的事物。有些角色會對武術事物非常感興趣。體能訓練、武器訓練、戰(zhàn)術、戰(zhàn)略,也許還有后勤,等等。其他人會關注自然和植物。草藥、煉金術、農(nóng)業(yè)、林業(yè)、畜牧業(yè)、狩獵等等。通常,一個角色會有一大堆相關的興趣,然后還有一些不同的興趣。
Interests are things that a Character is really, well, interested in. Some Characters will be very interested in martial things. Physical training, weapons training, tactics, strategy, perhaps logistics, and so forth. Others will have a focus on nature and plants. Herbs, alchemy, agriculture, forestry, animal husbandry, hunting, and such. Typically a Character will have a collection of related Interests and then a few distinct Interests.
興趣會受到社會的影響并受到環(huán)境的影響。因此,一個擁有大量中產(chǎn)階級/商人階級的文化程度很高的社會,將會有更多的人對與文學相關的事物感興趣。軍事部落社會顯然會更加關注角色的戰(zhàn)斗興趣。有些興趣與性別相關。軍事社會中的男性極有可能關心與軍事有關的事情。
Interests will be a bit clustered by society and shaped by circumstances. So a very literate society with a large middle/merchant class will have far more people interested in things related to literature. A martial tribal society will obviously have a much larger focus on combat Interests for Characters. Some Interests will be gender-linked. A male in a martial society will be extremely likely to care about something military related.
女性角色實際上也會有一個修正,但更小。對武功榮耀感興趣的女性主角或配角是奇幻題材中的???,所以我想加入這一點。當然,歷史上也有極少數(shù)女性因追求武術而聞名。
Female characters will actually also have a modifier here but it will be smaller. A female protagonist or secondary character who was interested in martial glory is a common fantasy trope so I want to support it. And of course a very small number of historical women were famous for their martial pursuits.
角色將根據(jù)他們的屬性產(chǎn)生興趣,但也考慮到社會偏見。因此,舉個例子,更強大的角色將更有可能追求戰(zhàn)斗利益。個性也會是一個因素。人格本身在出生時具有隨機性,然后根據(jù)童年環(huán)境隨著時間的推移而緩慢變化。性格在成年后可能會發(fā)生變化,但在大多數(shù)情況下,有一個很高的負面修飾語可以阻止快速而大的變化。性格會因情境原因而改變,比如受傷或墜入愛河。
Characters will generate Interests based on their Attributes but accounting for the societal bias. So naturally stronger characters will be much more likely to pursue combat Interests for instance. Personality will be a factor as well. Personality itself has a random aspect at birth and then changes slowly over time based on childhood circumstances. Personality can change in adulthood but there is a high negative modifier that prevents fast and large changes in most cases. Personality can change through situational causes as well like being injured or falling in love.
當你選擇與某些角色進行互動以實現(xiàn)某些目標時,你將需要查看他們的興趣,以確保你不會搬起石頭砸自己的腳。此外,具有相似興趣的人通常相處得更好,如果你過于積極地與意識截然不同的角色交往,你會增加你的失調(diào)。
When you are selecting an Interaction with some Character to achieve some goal you will want to look at their Interests to make sure you aren’t shooting yourself in the foot. Additionally people with compatible Interests generally get along better and you will increased your Dissonance if you too actively associate with Characters with very different Consciousnesses a great amount.
一個與你志同道合的朋友可以隨著時間的推移慢慢地改變你的性格和/或興趣,而不會讓失調(diào)太高,但一般來說你要小心。
A single friend you have high compatibility with can slowly shift your Personality and/or Interests over time without raising your Dissonance too high but generally you’ll want to be careful.
結論
Conclusion
Axioms中的社交模擬是各種高級系統(tǒng)以有趣且可信方式工作的基石,也確實讓事情看起來公平。當意外發(fā)生時,并不意味著RNG會自然地生成20或1,然后就毀了你的整局游戲。
The social simulation in Axioms is absolutely crucial to making the systems layered on top of it work in a both a fun and a believable way and indeed making things seem fair. When something unexpected happens that doesn’t mean RNG just rolled a natural 20 or natural 1 and shit on your game.
你可以對社交模擬以及其他主要系統(tǒng)的細節(jié)進行一定程度的控制,以定制體驗。有些人可能更喜歡更傳統(tǒng)的策略和更少的角色互動。當然,這款游戲是針對默認設置進行設計和優(yōu)化的,但對于許多人來說,關閉某些游戲系統(tǒng)所產(chǎn)生的小影響很容易通過一組對他們來說無聊或煩人的機制來實現(xiàn)平衡。
You have a degree of control over the details of the social simulation, and also other major systems, to customize the experience. Some people may prefer more traditional strategy and less Character Interaction. Of course the game is intended and optimized for the default settings but for many people the small to middling impact of turning off some game system is easily balanced by the relief from a set of mechanics that is boring or annoying to them.
AI的設計目的是處理游戲規(guī)則修改帶來的變化,即使發(fā)生重大變化也不會受到影響。改善策略游戲玩法的也是整個社會模擬,而不是次要的具體方面。因此,將合理數(shù)量的開關設置為關閉仍將提供良好的體驗。你只會錯過一些反斑點影響和模擬獨特歷史類比的能力,例如像奧斯曼帝國這樣的政體的興衰。
The AI is designed to handle the changes from modifying the game rules and won’t be crippled even by significant changes. It is also the social simulation as a whole and not minor specific aspects that improve the strategy gameplay. So a reasonable number of toggles set to off will still provide a good experience. You’ll simply miss out on some of the anti-blobbing impact and capacity for simulating unique historical analogues, like the rise and fall of a polity like the Ottomans.