规则与玩的张力:游戏设计师如何用约束创造沉浸感 TED 2026-10-20

规则与玩的张力:游戏设计师如何用约束创造沉浸感

关键字 game-design constraint-theory systems-thinking playfulness
4 节

规则的本质与玩的对立共生

在探讨如何吸引和打动受众之前,必须先理解游戏最底层的基石——规则(Rules: 界定行为边界与胜负条件的逻辑体系)。当我们购买一盒桌游时,精美的包装盒、卡牌、骰子或棋子只是物理载体,真正购买的核心资产实质上是规则。规则明确了每回合的行动规范以及获胜条件,并在产生歧义时充当裁决仲裁者。例如在简易棒球比赛中,若将一棵树约定为二垒,当跑垒员拉着树枝试图贴近三垒而被触杀出局时,究竟“整棵树都算二垒”还是“仅树干算二垒”,必须依赖对规则歧义的澄清才能让游戏继续推进。

从表面上看,规则显得僵化、刻板且纯粹由逻辑主导,似乎毫无乐趣可言。然而游戏最奇妙的悖论在于:一旦人们主动选择进入这些规则的约束之中,所诞生的却是玩(Play: 自发、富有创造力且不可预知的动态行为体验)。规则是逻辑、僵化且不可动摇的,而“玩”恰恰是规则的反面,充满自发性与意外之喜。正是由于那些严密的规则作为支撑架构,自由的玩耍才得以发生并被赋予意义。

英文原文

Hello, everybody. I’m Eric, and I’m a game designer, and that means that I make video games. I make tabletop games. I work with architect Nathalie Pozzi to do large-scale museum installations, and I also write books about game design, and I teach at the NYU Game Center at Tisch School of the Arts, where we think about games as an art form and also play as a deep form of literacy. Today, I want to talk to you, from my point of view as a game designer, about how to really make something that engages and grabs and hooks an audience, right? And how you can apply these ideas to whatever it is that you do. And how do we do that? We play with rules, right? I'm going to talk about that. I want to structure that in terms of a series of levels. I'm sorry about the level thing, but I am a game designer, so here we are. So let's start at the beginning -- rules. OK. What are rules? What do I mean by "rules"? Well think about when you buy a board game. What are you actually buying? Well, you have, maybe, a pretty box, there's some cards and dice and little pieces, but what you're really buying is rules, right? Rules, from one point of view, is the essence of what a game is. Rules tell you what to do each turn, and how to win. If you're playing the game, and it's like, "Oh, we landed on a red space, what does that mean?" "I don't know, we have to clarify this ambiguity by referring to the rules." Let me give you another example. Let's say you're playing baseball, right? And you say, "OK, this tree here is second base." OK, so I'm playing, I'm here on second base. And while the next batter is up, I'm like, "Maybe I can hold on to this twig, like, way over here and get as close as I can to third base." And then I'm tagged out. And I'm like, "Wait a second. I'm on second base." "You're not, second base is a tree." "No, just the trunk." Right. OK. There's an argument here. And, and in order to actually play the game of baseball, we'd have to resolve this ambiguity, right? In order to move the game forward. So from this point of view, like, games don't sound that much fun, right? Rules are, like, rigid, and fixed and logical, right? But the amazing thing about games is that if you decide to enter into those rules, right? If you decide to play, then what happens is play, and play is the opposite of rules, right? So if rules are logical and rigid and fixed and unchanging, play is spontaneous, and creative and unexpected, and it's so much the opposite of rules, right? But we need those rules in order to help facilitate that play.

系统重构:玩耍作为创造性寄生体

在建立起“规则与玩”的张力后,进一步的逻辑在于:“玩”从来不是凭空发生的孤立事件,我们总是在与某种系统(System: 由相互关联的要素和运行机制构成的整体)展开互动。任何既有结构都可以被当成游戏对象,哪怕最普通的日常行为——比如步行。从功能主义和效率至上的角度看,步行只是一种将身体从 A 点移动到 B 点的逻辑运输方式;但若观察一个孩子在人行道上的举动,他会跳跃、单脚跳、故意避开地面裂缝或随意漫游。

此时,孩子是在与步行的时空规则、身体重量、重力限制,乃至人行道上的社交礼仪进行博弈。他们的行为打破了既定的合理性预期,而这正是玩耍的本质所在。玩就像是一种协作型寄生体(Collaborative Parasite: 附着于宿主系统却不榨取养分,反而注入活力与创意的共生机制),它依附于既有的规则结构,却不会吸干系统的生命力,反而为系统注入纯粹的愉悦。真正的创造力正是源于此:审视系统运行的底层结构,找到能够撬动规则的杠杆支点,通过试探与微调,最终在打破预期的过程中创造出全新的形态。

英文原文

Which brings us to our next level, "play." OK. Play is not something that just happens on its own. With play, we always play with something. Right? Let me explain what I mean. We can play with any system. Even this is a system -- just, like, walking, right? So here's walking -- let me demonstrate walking for you. Walking. I'm walking. So that's the logical, efficient transportation idea of walking, just getting from point A to point B. But if you imagine, in your head, a child walking playfully, something else is happening, right? What are you imagining? Somebody shout it out. Audience: Skipping. Eric Zimmerman: I will demonstrate. OK, skipping. What’s another one? Wait, running? Oh, "wandering." I'm going to fall off stage here. (Laughter) What’s another one? (Audience voices overlapping) EZ: "Hopping"? You are really putting me to work. EZ: One more. Audience: Trolley. (Laughter) EZ: This is becoming, like, masochistic. (Laughter) So what is happening here? What's going on? I'm playing with the rules of walking, right? So however we see a kid avoiding cracks or skipping or hopping, ... they’re certainly playing with space and time, right? This idea of walking as this efficient transportation. They're playing with their bodies, with gravity. They're playing, maybe, with, like, the social etiquette of the sidewalk, because they're getting in people's ways, because they're doing things that are unexpected and inappropriate. Right? But that's play. And, you know, play is like a very collaborative parasite. It’s like it grabs onto something, but instead of sucking the life out of it, it does the opposite. It just adds joy. And this is why play is creativity. Because if we wanted to invent new forms of walking, this is what we would do. We would look at those structures. What are the rules of walking? What are the leverage points where we can start playing around with those structures? And how can we then start to, sort of, poke and prod in them, to play with those structures and maybe invent something completely new?

约束的炼金术:用限制聚焦注意力与共鸣

理解了如何与系统玩耍后,便来到了核心的设计实操层面:游戏设计师并非通过赋予无限自由来构建游戏,而是通过设定约束(Constraints: 限制行动边界的规则条件)来聚焦创造力。现场的词语接龙互动清晰印证了这一演进过程:

  • 阶段一(极低约束):两位志愿者轮流说出任意词汇,仅要求不得重复。结果输出显得分散且平淡,缺乏游戏趣味。
  • 阶段二(主题收窄):引入内容范畴约束,限定必须为食物或饮品(如奶酪、番茄酱、芥末、披萨、热狗、水)。虽然边界收窄,但由于思考路径过于顺畅,趣味性依然不足。
  • 阶段三(首尾字母接龙约束):在食物范畴的基础上增加机械式规则约束,要求后一个词的首字母必须是前一个词的末尾字母(例如 Cake 对应 Evian,紧接着引申出 Nutella、Almonds,最终以复合词 Shirley Temple 精彩收尾)。

在第三阶段,质变陡然发生。不仅场上玩家高度专注、全神贯注地寻找解法,全场观众也身体前倾、窃窃私语甚至主动大声提示,全员卷入了博弈过程。表面上电子游戏似乎允许玩家做任何事、去任何地方,但在设计机理上,过度自由只会导致迷茫;唯有恰到好处的约束才能引导认知带宽,将受众聚焦到核心体验中。设计者的核心功力在于校准约束的度——过多约束会扼杀可能,过少约束则无法激发动能,唯有在平衡点上,参与者才会从“在系统内被动参与”进阶为“主动调戏与重构系统规则”。

英文原文

Alright, back to our levels. We're at our next level design. We looked at what rules are. We looked at how we can play with systems. And now I want to talk about how game designers actually create a game, how we build games out of constraints. And I actually need two volunteers from the audience. So I have a couple of volunteers. OK, one. I saw you too, come on up. OK, so come on up on stage. Let's give a round of applause for our brave volunteers. Alright, I'll have you two stand over here. Stand right over here. OK. So what are your names? Mila and -- Ida: Ida. EZ: And this game may not work at first, so we'll just take it step by step. OK. I'm going to give you some rules. Mila, we'll start with you. And what I want you two to do is just alternate saying a word, OK? It can be any word. And the only rule is you can't repeat a word that's already been said. Mila: OK. EZ: Go ahead. Mila: Cheese. Ida: Clay. Mila: Yellow. Ida: Freedom. Mila: Red. EZ: OK, that's a start. Maybe not really a fun game yet, but that's OK. That's not your fault. That's on me, I'm the game designer. OK, I'm going to add another rule. We'll keep all of the rules that we had before. You'll alternate saying words, you're not going to repeat a word that's already been said. But I want to add a restriction. I like your "cheese" opening, that was a very interesting opening. We're going to restrict it just to food. So things you eat or drink, ingredients, dishes -- otherwise, the same rules. Alright, whenever you're ready. Go ahead. Mila: Ketchup. Ida: Mustard. Mila: Pizza. Ida: Hot dogs. EZ: OK. Mila: Um, uh ... EZ: What was that last one? Mila: Water. EZ: Water. I like that. It’s a beverage, of course. That may actually have been less interesting than our first version. That's OK. It's not on you. I'm the game designer. I'm responsible here. So, what we're going to do is we're going to add one more rule. We're going to keep everything we had before. You two are going to alternate saying [words] so you can’t repeat a word. We're going to stick to edibles, beverages, dishes, things that you can eat or drink. But when Mila says a word, the last letter of your word is going to be the first letter of your word, Ida. And vice versa, the last letter of Ida's word is going to be the first letter of Mila's word. Let's see how this goes. Whenever you're ready, take a step forward. Let’s go. Mila: Cake. EZ: Cake. Ida: Evian is a type of drink. Does that work? EZ: Evian ends with an N. Audience: Nutella. Mila: Nutella. (Laughter) Ida: Nutella. Mila: “A” is easy. Ida: Almonds. Mila: S ... Shirley Temple. EZ: Oh, wow. Let's give it up for our two volunteers. Amazing, I love it. Thank you so much. Thank you so much. Here's what I want to point out. Something happened that third time around. When we were adding rules, something happened in that final version. It wasn't just that these two suddenly got much more focused, intensely wanting to play the game well, but I also heard everybody starting to lean forward. I heard whisperings, I heard suggestions coming from the audience, some of which were taken. And we also started to see some amazing play with the rules. We sort of switched over to some brand names. We got some sort of multi, like Shirley Temple was an awesome closing move there. What game designers do is work with these constraints. These constraints focus and guide the play of players. It may seem when you’re playing a video game that it’s the opposite. Like, a video game lets you go anywhere and do anything and be anyone. But actually, from a designer's point of view, we work with constraints. And those constraints guide and focus the creative activity. And, you know, it can be that too many constraints are a problem, right? I could have said, "Let's also now make it only seven-letter words," right? And you probably would have thrown me off stage. So yes, finding that balance, right? Finding the right amount of constraints to move the game forward into that creative space of play -- that's game design. And when you see players -- just like we did here, and all of you actually joining in -- not just playing in the system, but starting to play with the system, and kind of bending and breaking rules, like audience suggestions, for example. That's when we know we've really got something cooking and percolating and we're in that amazing space of play.

通用方法论:重构现实系统的杠杆支点

游戏设计的终极应用在于跨越虚拟界限,将其转化为一套可迁移的系统干预方法论,赋能于日常组织、建筑空间乃至社会制度。该方法论由三个连续动作组成:深入解构系统运作机制、定位可供介入的规则支点,并利用反常规的约束重塑体验。

  • 社交系统的轻微扰动:在大型晚宴上,面对只能与同桌少数人寒暄的社交局限,演讲者在第一道菜后悄悄调换了桌上的所有名牌,随机打乱座位。这打破了既定社交礼仪,却促成了广泛而富有生气的跨桌交流。
  • 空间语意的隐喻解构:布鲁克林圣安仓库剧院(St. Ann’s Warehouse)在洗手间入口处设置了远超人身高度的巨幅男女标识,但两扇恢弘的大门推开后,内部却无缝连通向同一个公共卫生间空间。这一建筑构思打破了人们对性别二元对立的固化预期与卫生间使用习俗,以荒诞幽默的方式完成了空间玩耍。
  • 制度层面的设计探索:在与 Games for Change 及 Action for Democracy 的合作中,团队直接将民主制度视作一个复杂的系统设计课题,组织游戏设计师与政策专家共同探索:如何通过扰动现存的民主机制结构,引入出人意料的设计约束,从而引导制度系统演进至更优解。无论面对何种系统与复杂现实,保持对规则的解构与玩心,正是激活系统创造力的关键所在。
英文原文

We've looked at rules, playing with systems, and how to design with constraints. And the boss level here is thinking about how to apply this to what you do, to your project or organization, because there's a methodology here, right? The methodology is looking at and understanding the system. How does the system work? How is it structured? And then what are those leverage points for play? How can you start poking around and playing with the system, maybe in ways that are unexpected and even inappropriate? And then, as you start building this experience, don't be afraid of constraints, right? Use those constraints to kind of guide and focus the behavior of your audiences. I want to finish just with a few quick examples. I was at a dinner party recently, like, a big fancy dinner party, room full of interesting people. Kind of like all of you here today, but I was only at a table with a handful of them. And I thought to myself, "How can I actually interact with more people here and not be just with the same people all evening?" Well, after the first course, I stole all the name tags at the table, and I randomly put them around at different tables. Luckily, everyone played along, but that little bit of playful design made a huge difference on everyone's experience. Another example, there's a wonderful performance space not too far from here in Brooklyn, St. Ann’s Warehouse, and there's a wonderful example of playful architectural design there, in the bathrooms. So the bathrooms have these giant signs, like men over here and women over here, and giant taller-than-a-person signs. And so you go in these grand entrances. When you go in, you realize, "Wait a second, they actually both connect to the same space inside, right?" And so I love that it's so unexpected. It's playing with our expectations, but it's also playing with our notion of a gender binary, right? And that sort of social etiquette of bathrooms, and it’s just so delightful and a wonderful example of designed play. And finally, final example, I've been working with these amazing organizations, Games for Change and Action for Democracy, and we've been thinking about democracy as a design problem. And this summer, we're bringing together game designers and policy experts to think about how can we play with the structures of democracy and maybe poke around in those systems, do something unexpected and inappropriate, and maybe move them playfully into a new and better space? I don't know what's going to happen there, but definitely wish me luck. We'll need it. Whatever you do, keep playing. And thank you very much. (Cheers and applause)

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