阿瓦隆百科 AvalonPediaTW
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    --- title: 阿瓦隆入門前言 tags: 入門, 觀念 --- # 前言 先萬分感謝你的觀看, 這代表你對阿瓦隆有了興趣, 並好奇別人是怎麼玩這遊戲的. # 遊戲認知 * 我們先來討論對於這遊戲的認知與特徵 * 玩這遊戲的時候, 是不是有人很容易吵架, 氣氛到最後都很糟 * 大家都是七嘴八舌拼命說話, 場面混亂 * 如果是線上玩阿瓦隆, 你連當下是誰說話都分不清楚 * 每場遊戲時間都超過一小時 * 如果有上面幾點代表遊戲習慣還停留在<font color=#FF0000>**“用嘴巴說話給資訊"**</font>的階段 # 依賴發言釋放資訊的特徵 * 耗費時間 * 因為每個人都習慣發言 * 一次派票就要十個人紛紛表示一次意見 * 場上過度混亂 * 每個人的資訊隨時隨地都可以透過講話傳遞 * 然而無限制情況下甚至可以說一個人能釋放無限多的資訊 * 無限多又非正確的資訊會導致資訊混亂 * 聲音有情緒狀態的起伏問題 * 為了讓其他人相信你的發言內容只好開始透過狀態/爆水等舉動 * 表明自己是某角色博取信任 (最常見: 我是派西維爾!!) # 如何避免上述情況 * 一場遊戲的過程 * 不該被多數的爆水發言/狀態以及吵架話語穿插 * 而是盡可能透過遊戲機制挖掘蛛絲馬跡 * 以下是我們經歷多場遊戲後的心得體悟與分享 * 或許你會不認同部分內容, 對此我們會繼續加油改進 * 或許你會認同部分內容, 對此我們會很感謝也很開心 * 也歡迎你一起用這些角度思考摸索遊戲的樂趣 * 或是告訴我們為什麼你不認同, 原因跟理由是什麼 # 回歸遊戲的目標, 元素與規則 * 阿瓦隆的目標 * 藍方陣營目標: 三局任務成功 且 梅林不被刺客指認 * 紅方陣贏目標: 三局任務失敗 或 梅林被刺客指認 * 阿瓦隆的元素 * 任務指派 (`派票`) * 黑白球/同意反對 (`投票`) * 任務結果 (`藍/紅`) * 湖中女神 * 阿瓦隆的規則 * 所有資訊都必須是公開資訊(私下開通訊軟體通角色是大忌) * 其他規則詳細可見[遊戲基本規則與流程](/u0k0r7qXQOq0q9YCmqLCng), 或阿瓦隆遊戲說明書 # 結合目標/元素/規則的化學效應 * <font color=#0000FF>`藍方`</font>為了達到`遊戲目標` * "基本上"會盡可能在`任務指派`時選擇他們認為也是藍方的人 * <font color=#FF0000>`紅方`</font>為了達到`遊戲目標` * "基本上"會盡可能在`任務指派`時擾亂資訊, 讓<font color=#0000FF>`藍方`</font>選到<font color=#FF0000>`紅方`</font> * 使任務失敗或是排除這些人為梅林的可能性 * `白球`是代表你"贊成"當下隊長給出的組合 * `黑球`是代表你"反對"當下隊長給出的組合 * 結合以上幾點 * 每位玩家所選的任務組合 (`派票`) * 與對任務組合的黑白球 (`投票`) * 都是非常有意義的 (有大量資訊) # 最常見/遊戲人口數最多的陣營遊戲類比: 狼人殺 * 阿瓦隆的"`派票`"重要性如同狼人殺的"`絕對發言`" * 阿瓦隆的"`投票`"重要性如同狼人殺的"`回應`" * 一場阿瓦隆每位玩家平均僅有 2.5 次`派票`機會 * 每次有人給完`派票`組合, 所有玩家會`投票`給予回應 * 下位隊長又能馬上針對這些回應進行`派票` * 這過程等同每個人都**持續**以"`絕對發言`"和"`回應`"對場上反應 * "`派票`"與"`絕對發言`"不同點在於 * **每次`派票`都是有可能真的出任務的** * 真實性與意義性更高, 更能代表一個人的立場與視角 * 話語可以騙人, 行為很難 (因為要回歸遊戲目的) * 最後建議 * 阿瓦隆中, 習慣稱紅方為"壞人/紅方/爪牙(常見於陸版)"而不是"狼人/狼" * 其他請見[與其他陣營遊戲的比較](/9JFY2bB6RxKaPyD5bONUtw) # 小結: 建議降低發言的依賴性 * 並非完全不說話, 而是把重心放在遊戲元素/機制/規則衍生的資訊 * `任務結果` * `湖中女神` * `任務派票選擇` * `黑白球投票` * 試著透過`派票` & `投票` 展示自己的資訊 & 視角 * 研究如何透過黑白球與任務, 解讀出有用的資訊 | 資訊傳達比較 | 發言 | 派票 | | -------- | -------- | -------- | | 上手度 | 容易 | 困難 | | 狀態加成 | 有 | <font color=#FF0000>**無**</font> | | 遊戲流程 | 混亂 | 流暢 | | 遊戲時間 | 相對長 | 相對短 | | 資訊內涵 | 直觀 | 複雜 | # 常見 Q&A ## 不跳派玩什麼 * 我們當然承認講話辯論是一種享受這個遊戲的方式, 當然也沒有什麼對或錯 * 不過有時候在講話時情緒與語氣, 就會影響遊戲和其他玩家的視角 * 如同在狼人殺中大家會偏向喜歡邏輯盤狼坑的玩家, 而不是天天靠爆水爆狼找陣營身份的玩家 * 在阿瓦隆的世界中大多數資訊, 其實都可以用派票來傳遞, 因此沒有必要一直依賴嘴巴給資訊, 或是"跳派求回應" * 讓遊戲更純粹, 透過邏輯, 獨立思考, 這才是我們想推廣這套玩法的原因. ## 阿瓦隆就是要嘴砲才有趣啊! * 不是不說話, 跟朋友講垃圾話和幹話當然很愉快放鬆 * 我們只是倡導避免太過求勝而不自覺得拉高狀態而變成吵架大會. ## 只要有人不是在特定邏輯架構內很容易就整個垮掉限制玩法, 死板 * 我們分享為自己的陣營獲得最高效益的操作完成勝利目標 * 並沒有說"一定要這樣玩", 而是希望讓大家知道"原來阿瓦隆還可以這樣玩" * 再次強調: **不是不說話, 而是<font color=#FF0000>減少過度發言</font>** * 回歸思考每個人如何透過"行動"傳遞資訊, 獲得不同的遊戲體驗. # 後續延伸閱讀 * 我是誰? 我在哪? 我要幹嘛? * [入門行動方針](/xDaI3WMDQbiKLkllBCvKYQ) * [新手常見錯誤](/dZFGFDuxQrWWMoTBQ-8D5w) * [為什麼不建議跳派 (宣稱自己是派西維爾)](/ggyNtjcHRO6hSPU1vzV2Zg)

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