{"id":36,"date":"2022-11-28T08:00:29","date_gmt":"2022-11-28T08:00:29","guid":{"rendered":"https:\/\/emilgasparec.cz\/blog\/?p=36"},"modified":"2022-11-28T08:04:13","modified_gmt":"2022-11-28T08:04:13","slug":"sachy-a-go-analyza","status":"publish","type":"post","link":"https:\/\/emilgasparec.cz\/blog\/game-design\/sachy-a-go-analyza\/","title":{"rendered":"\u0160achy a Go [Anal\u00fdza]"},"content":{"rendered":"\n<p>Go a \u0161achy se na prvn\u00ed pohled zdaj\u00ed b\u00fdt velice odli\u0161n\u00e9 od zbytku her, co zn\u00e1m.<br>A i kdy\u017e se ka\u017ed\u00e1 z nich hraje jinak, v game designu maj\u00ed mnoho spole\u010dn\u00fdch vlastnost\u00ed.<\/p>\n\n\n\n<p>Tou hlavn\u00ed, kterou jsem se sna\u017eil uchopit, je jejich <strong>extr\u00e9mn\u00ed komplexnost s naprost\u00fdm minimem pravidel.<\/strong><\/p>\n\n\n\n<p>D\u00e9lka jejich pravidel nen\u00ed o moc v\u011bt\u0161\u00ed, ne\u017e pro hru K\u00e1men, n\u016f\u017eky, pap\u00edr a p\u0159esto jejich partie trvaj\u00ed des\u00edtky minut, maj\u00ed turnaje, celosv\u011btovou popularitu, respekt a sv\u00e9 mistry.<\/p>\n\n\n\n<p>A rozhodn\u011b si nemysl\u00edm, \u017ee je to z\u00e1sluhou jejich dlouholet\u00e9 tradice. U t\u011bchto her skute\u010dn\u011b m\u016f\u017eete str\u00e1vit cel\u00e9 dek\u00e1dy a po\u0159\u00e1d n\u011bco objevovat a zdokonalovat se.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote\"><p><em>Proto\u017ee podstatn\u00e1 nen\u00ed komplexnost pravidel, ale jak komplexn\u00ed v\u011bci s nimi m\u016f\u017eeme d\u011blat.<\/em><\/p><\/blockquote>\n\n\n\n<p>V kontrastu s t\u00edm, mnoho modern\u00edch deskovek m\u00e1 se\u0161ity pravidel, ale u\u017e po deseti hr\u00e1ch m\u00e1te pocit, \u017ee jste vid\u011bli v\u0161e a za\u010dnete googlit roz\u0161\u00ed\u0159en\u00ed.<\/p>\n\n\n\n<!--more-->\n\n\n\n<p>Ne\u017e se ale pod\u00edv\u00e1m na n\u011bkter\u00e1 specifika zbl\u00edzka, je pot\u0159eba si uv\u011bdomit, \u017ee tyto hry jsou dost specifick\u00e9.<\/p>\n\n\n\n<ul><li>V prv\u00e9 \u0159ad\u011b jsou velice abstraktn\u00ed.<\/li><li>Jsou jen pro dva hr\u00e1\u010de.<\/li><li>Partie je ment\u00e1ln\u011b hodn\u011b n\u00e1ro\u010dn\u00e1.<\/li><li>Jsou zcela bez n\u00e1hody.<\/li><li>Maj\u00ed za sebou stalet\u00ed v\u00fdvoje<\/li><\/ul>\n\n\n\n<p>Je dost mo\u017en\u00e9, \u017ee n\u011bkter\u00fd z t\u011bchto aspekt\u016f, nebo mo\u017en\u00e1 tato specifick\u00e1 kombinace je kl\u00ed\u010d k on\u00e9 kvalit\u011b.<\/p>\n\n\n\n<h3><strong>\u010cas<\/strong><\/h3>\n\n\n\n<p>Osobn\u011b mi p\u0159ijde, \u017ee \u010das je ten nejvz\u00e1cn\u011bj\u0161\u00ed zdroj, kter\u00fd m\u016f\u017eeme designu d\u00e1t.<\/p>\n\n\n\n<p><\/p>\n\n\n\n<ul><li>V\u011bnovat dostatek \u010dasu preprodukci<\/li><li>d\u00e1t si dost prostoru na sb\u00edr\u00e1n\u00ed inspirace a studium referenc\u00ed&nbsp;<\/li><li>vytvo\u0159it alternativn\u00ed designy pro srovn\u00e1n\u00ed&nbsp;<\/li><li>implementovat n\u011bkolik \u0159e\u0161en\u00ed a pak se mezi nimi rozhodnout<\/li><li>\u010cast\u011bji playtestovat a implementovat zm\u011bny&nbsp;<\/li><li>a v neposledn\u00ed \u0159ad\u011b, d\u00e1t si od rozhodnut\u00ed\/implementace dostate\u010dn\u00fd \u010dasov\u00fd odstup, abychom ji mohli zhodnotit s novou perspektivou<\/li><\/ul>\n\n\n\n<p>Nap\u0159\u00edklad v\u00fdvoj\u00e1\u0159 Disco Elysium v rozhovoru p\u0159iznal, \u017ee v\u00fdvoj hry trval p\u011bt let i p\u0159es to, \u017ee jde v podstat\u011b o detektivn\u00ed RPG\u010dko. Akor\u00e1t \u017ee m\u00edsto zkop\u00edrov\u00e1n\u00ed b\u011b\u017en\u00e9ho dialogov\u00e9ho syst\u00e9mu a invent\u00e1\u0159e se pustili do neprozkouman\u00fdch vod se studi\u00ed Twitteru pro inovaci dialogov\u00e9ho boxu a tvorbou nev\u00eddan\u00e9ho &#8222;thought cabinetu&#8220;.<\/p>\n\n\n\n<p>Je zaj\u00edmav\u00e9 vid\u011bt, \u017ee d\u011btsk\u00e9 hry, spole\u010densk\u00e9 hry a sporty za sebou maj\u00ed stalet\u00ed v\u00fdvoje s nevy\u010d\u00edsliteln\u00fdm po\u010dtem iterac\u00ed a z\u00fa\u010dastn\u011bn\u00fdch. Proces, kter\u00fd pak game designer mus\u00ed zvl\u00e1dnout t\u00e9m\u011b\u0159 s\u00e1m a v super kr\u00e1tk\u00e9m \u010dasov\u00e9m intervalu.<\/p>\n\n\n\n<h3><strong>Jedn\u00edm tahem pln\u00edte v\u00edc jak jednu funkci<\/strong><\/h3>\n\n\n\n<p>V obou hr\u00e1ch plat\u00ed, \u017ee ka\u017ed\u00fd tah si je roven. Oba hr\u00e1\u010di maj\u00ed ty stejn\u00e9 prost\u0159edky a ve h\u0159e nejsou pravidla, kter\u00e9 by d\u011blaly n\u011bkter\u00e9 interakce automaticky siln\u011bj\u0161\u00ed a dra\u017e\u0161\u00ed (ve smyslu, \u017ee by tah st\u00e1l p\u011bt kam\u00ednk\u016f m\u00edsto jednoho, st\u00e1l hr\u00e1\u010de dva tahy apod.)<br>V\u0161e z\u00e1vis\u00ed na tom, jak efektivn\u00ed je tah v r\u00e1mci dan\u00e9 partie.<\/p>\n\n\n\n<p>V \u0161ach\u00e1ch p\u0159edstavuje jeden tah posunut\u00ed figurky. T\u00edmto posunut\u00edm ale m\u016f\u017eete:<\/p>\n\n\n\n<ul><li>Vz\u00edt nep\u0159\u00e1telskou figurku<\/li><li>Ohrozit nep\u0159\u00e1telskou figurku<\/li><li>Ochr\u00e1nit jinou va\u0161\u00ed figurku<\/li><li>Posunout se na pole chr\u00e1n\u011bn\u00e9 jinou va\u0161\u00ed figurou<\/li><\/ul>\n\n\n\n<p>\u010c\u00edm v\u00edc z t\u011bchto v\u011bc\u00ed dok\u00e1\u017eete jedn\u00edm tahem, t\u00edm lep\u0161\u00ed tah to byl.&nbsp;<\/p>\n\n\n\n<p>Pokud zvl\u00e1dnete tahem vz\u00edt nep\u0159\u00edteli figurku a z\u00e1rove\u0148 ohrozit n\u011bjakou dal\u0161\u00ed, tahem jste zajistili jednu nebo v\u00edce sv\u00fdch figur a je\u0161t\u011b se posunuli do bezpe\u010d\u00ed, m\u016f\u017eete b\u00fdt na sebe hrd\u00ed i kdybyste nakonec prohr\u00e1li.<\/p>\n\n\n\n<p>Go je na tom velice podobn\u011b. Jeden tah p\u0159edstavuje polo\u017een\u00ed kamene na voln\u00fd pr\u016fse\u010d\u00edk hern\u00ed plochy (V tomto ohledu je Go je\u0161t\u011b vyrovnan\u011bj\u0161\u00ed, proto\u017ee v \u0160ach\u00e1ch m\u016f\u017eete alespo\u0148 p\u0159isoudit r\u016fznou hodnotu jednotliv\u00fdm figur\u00e1m, zat\u00edmco v Go m\u00e1te v\u017edy k dispozici ten stejn\u00fd prost\u0159edek.) Ka\u017ed\u00fdm tahem m\u016f\u017eete:<\/p>\n\n\n\n<ul><li>ohrozit nep\u0159\u00edtel\u016fv k\u00e1men nebo skupinu <\/li><li>vz\u00edt nep\u0159\u00edtel\u016fv k\u00e1men nebo skupinu<\/li><li>z\u00edskat \u00fazem\u00ed<\/li><li>zpevnit vlastn\u00ed skupinu kamen\u016f&nbsp;<\/li><\/ul>\n\n\n\n<p>Op\u011bt plat\u00ed, pokud polo\u017een\u00edm jednoho kamene napln\u00edte v\u0161echny polo\u017eky, byl to kr\u00e1sn\u00fd tah.<\/p>\n\n\n\n<p>B\u011b\u017en\u00fd modern\u00ed design p\u016fsob\u00ed, \u017ee je navrhov\u00e1n kumulativn\u011b. Funkce se p\u0159id\u00e1vaj\u00ed do bal\u00ed\u010dku jako protiv\u00e1ha konkr\u00e9tn\u00edho probl\u00e9mu, nebo pro vytvo\u0159en\u00ed alternativn\u00ed mo\u017enosti.<\/p>\n\n\n\n<h4>P\u0159\u00edklad jedno\u00fa\u010delov\u00e9ho designu:<\/h4>\n\n\n\n<p>V S\u00e1zc\u00edch a dostiz\u00edch je pol\u00ed\u010dko distanc. Na ten se dostane hr\u00e1\u010d, kdy\u017e na n\u011bj stoupne nebo mu padnou dv\u011b \u0161estky za sebou. To znamen\u00e1, \u017ee v obou p\u0159\u00edpadech v\u00e1s na pol\u00ed\u010dko dostane n\u00e1hoda (hod kostkou) a ned\u011bl\u00e1 nic jin\u00e9ho, ne\u017e \u017ee v\u00e1m zabr\u00e1n\u00ed v hran\u00ed (je\u0161t\u011b v\u00edce omez\u00ed mo\u017enosti)<br>Stejn\u011b tak ven z Distance se dostanete jen v p\u0159\u00edpad\u011b, \u017ee v\u00e1m padne \u0161estka a nebo pokud jste p\u0159edem z\u00edskali karti\u010dku \u201cZru\u0161en DISTANC&#8220;.<br>Ta karti\u010dka nem\u00e1 \u017e\u00e1dn\u00e9 jin\u00e9 uplatn\u011bn\u00ed. Nen\u00ed napojen\u00e1 na \u017e\u00e1dn\u00e9 jin\u00e9 pravidlo ani situaci ve h\u0159e. A v pravidlech hry te\u010f mus\u00ed b\u00fdt napsan\u00e9: \u201cZ distancu se dostanete jen kdy\u017e v\u00e1m pande \u0161estka a nebo pou\u017eit\u00edm speci\u00e1ln\u00ed karti\u010dky\u201d<\/p>\n\n\n\n<p>A tohle speci\u00e1ln\u00ed pravidlo a speci\u00e1ln\u00ed jedno\u00fa\u010delov\u00e1 karti\u010dka vede k dal\u0161\u00edm jedno\u00fa\u010delov\u00fdm pravidl\u016fm. N\u011bjak toti\u017e hr\u00e1\u010d tuhle karti\u010dku mus\u00ed z\u00edskat, a proto jsou na hern\u00ed plo\u0161e pol\u00ed\u010dka \u0160ance. Pol\u00ed\u010dka, kter\u00e1 op\u011bt neslou\u017e\u00ed k ni\u010demu dal\u0161\u00edmu, ne\u017e k l\u00edznut\u00ed karty z p\u0159\u00edslu\u0161n\u00e9ho bal\u00ed\u010dku.<\/p>\n\n\n\n<p>Tak\u017ee pro zd\u016frazn\u011bn\u00ed kontrastu je\u0161t\u011b shrnu. V Go m\u00e1me jeden hlavn\u00ed prost\u0159edek (polo\u017e k\u00e1men) se kter\u00fdm m\u016f\u017eeme dos\u00e1hnout r\u016fzn\u00fdch v\u00fdsledk\u016f. V S\u00e1zc\u00edch a dost\u00edz\u00edch m\u00e1me p\u016fl str\u00e1nky k Distanci, kter\u00fd nepln\u00ed \u017e\u00e1dnou jinou funkci, ne\u017e \u017ee v\u00e1m n\u00e1hodou br\u00e1n\u00ed pokra\u010dovat ve h\u0159e.<\/p>\n\n\n\n<p>Samoz\u0159ejm\u011b dne\u0161n\u00ed deskovky jsou designovan\u00e9 velice dob\u0159e. Maj\u00ed kr\u00e1sn\u011b zpracovan\u00fd art, t\u00e9ma, jsou z\u00e1bavn\u00e9 a vypolishovan\u00e9. Mohou plnit r\u016fzn\u00e9 pot\u0159eby: odpo\u010dinku, improvizace, kooperace, dobrodru\u017estv\u00ed atd. \u010casto i s mo\u017enost\u00ed \u0161k\u00e1lovat hru podle po\u010dtu hr\u00e1\u010d\u016f od solo hran\u00ed a\u017e kdo v\u00ed kam.<br>Pokud bychom se ale pod\u00edvali na verzatilnost ka\u017ed\u00e9ho prvku ve h\u0159e, p\u016fsob\u00ed ve srovn\u00e1n\u00ed s t\u011bmito klasikami slab\u011b.<\/p>\n\n\n\n<h3><strong>Formace<\/strong><\/h3>\n\n\n\n<p>Pravidla hry vysv\u011btluj\u00ed jen jak se chov\u00e1 jednotlivec. P\u0159i skute\u010dn\u00e9 partii ale jednotlivec nen\u00ed d\u016fle\u017eit\u00fd. D\u016fle\u017eit\u00e9 jsou seskupen\u00ed, do kter\u00fdch je dostaneme.<\/p>\n\n\n\n<p>Jak se figurky v \u0161ach\u00e1ch kryj\u00ed navz\u00e1jem. Jak se dopl\u0148uj\u00ed. Jak umo\u017e\u0148uj\u00ed hr\u00e1\u010di lehce dost\u00e1vat vlastn\u00ed figurky ven a zp\u00e1tky do bezpe\u010d\u00ed a z\u00e1rove\u0148 znemo\u017e\u0148uj\u00ed protivn\u00edkovi probourat se jej\u00ed obranu bez velk\u00fdch ztr\u00e1t.<\/p>\n\n\n\n<p>Ka\u017ed\u00e1 formace. Ka\u017ed\u00e1 aktu\u00e1ln\u00ed konstelace figurek\/kamen\u016f je pro protivn\u00edka h\u00e1danka, kterou mus\u00ed proz\u0159\u00edt a prekonat pro sv\u00e9 v\u00edt\u011bzstv\u00ed.<\/p>\n\n\n\n<h3>Kontext<\/h3>\n\n\n\n<p>Formace nav\u00edc sama o sob\u011b m\u00e1 n\u011bjak\u00fd kontext. A\u0165 u\u017e v um\u00edst\u011bn\u00ed na hern\u00ed plo\u0161e, nebo v \u010dase. Dokonal\u00e1 obrana bl\u00edzko kr\u00e1li je k ni\u010demu, pokud jste v posledn\u00ed f\u00e1zi hry a protivn\u00edk m\u00e1 u\u017e jen t\u0159i figurky.<\/p>\n\n\n\n<p>Toto nav\u00edc d\u00e1v\u00e1 je\u0161t\u011b v\u011bt\u0161\u00ed v\u00e1hu a v\u00fdznam ka\u017ed\u00e9mu tahu, kter\u00fd jsem nast\u00ednil v\u00fd\u0161e. Ob\u010das m\u016f\u017eete ud\u011blat tah, kter\u00fdm nejen \u017ee nic nevezmete protivn\u00edkovi, ale dokonce oslab\u00edte jin\u00e9 svoje figury a to jen proto, abyste z\u00edskali p\u0159evahu pozd\u011bji.<\/p>\n\n\n\n<h3>Skryt\u00fd v\u00fdznam<\/h3>\n\n\n\n<p>U\u017e jsem zm\u00ednil, \u017ee hra nem\u00e1 \u017e\u00e1dnou formu n\u00e1hody a oba hr\u00e1\u010di maj\u00ed zcela identick\u00e9 prost\u0159edky. Posledn\u00ed drobnost\u00ed, co bych cht\u011bl zm\u00ednit je fakt, \u017ee v\u0161echny elementy jsou p\u0159ehledn\u011b viditeln\u00e9 pro oba hr\u00e1\u010de.<\/p>\n\n\n\n<p>Nen\u00ed zde \u017e\u00e1dn\u00e1 ruka, kterou by druh\u00fd hr\u00e1\u010d nevid\u011bl a jen se musel domn\u00edvat, na co se asi chyst\u00e1te. Pokud chcete tedy nep\u0159\u00edtele p\u0159ekvapit, mus\u00edte to ud\u011blat doslova pod jeho nosem.<\/p>\n\n\n\n<hr class=\"wp-block-separator\"\/>\n\n\n\n<p>I kdy\u017e jsem str\u00e1vil n\u011bjak\u00fd \u010das t\u00edmhle pr\u016fzkumem, po\u0159\u00e1d nem\u00e1m pocit, \u017ee bych byl bl\u00ed\u017ee k pochopen\u00ed, jak tohoto efektu dos\u00e1hnout. T\u00edm kl\u00ed\u010dov\u00fdm by bylo asi definovat jen p\u00e1r pravidel a ty nechat voln\u011b pracovat na hern\u00ed plo\u0161e. A pravidla stanovit tak, aby v nich nedoch\u00e1zelo na v\u00fdjimky, kter\u00e9 by vy\u017eadovaly korekci.<\/p>\n\n\n\n<p>D\u00e1le p\u0159i definov\u00e1n\u00ed prvku nepopisovat, jakou funkci pln\u00ed (jako karta \u0161ance) ale pouze jak se chov\u00e1 (k\u016f\u0148 se h\u00fdbe do L).<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Go a \u0161achy se na prvn\u00ed pohled zdaj\u00ed b\u00fdt velice odli\u0161n\u00e9 od zbytku her, co zn\u00e1m.A i kdy\u017e se ka\u017ed\u00e1 z nich hraje jinak, v game designu maj\u00ed mnoho spole\u010dn\u00fdch vlastnost\u00ed. Tou hlavn\u00ed, kterou jsem se sna\u017eil uchopit, je jejich extr\u00e9mn\u00ed komplexnost s naprost\u00fdm minimem pravidel. D\u00e9lka jejich pravidel nen\u00ed o moc v\u011bt\u0161\u00ed, ne\u017e pro&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[3,5],"tags":[],"_links":{"self":[{"href":"https:\/\/emilgasparec.cz\/blog\/wp-json\/wp\/v2\/posts\/36"}],"collection":[{"href":"https:\/\/emilgasparec.cz\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/emilgasparec.cz\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/emilgasparec.cz\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/emilgasparec.cz\/blog\/wp-json\/wp\/v2\/comments?post=36"}],"version-history":[{"count":14,"href":"https:\/\/emilgasparec.cz\/blog\/wp-json\/wp\/v2\/posts\/36\/revisions"}],"predecessor-version":[{"id":57,"href":"https:\/\/emilgasparec.cz\/blog\/wp-json\/wp\/v2\/posts\/36\/revisions\/57"}],"wp:attachment":[{"href":"https:\/\/emilgasparec.cz\/blog\/wp-json\/wp\/v2\/media?parent=36"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/emilgasparec.cz\/blog\/wp-json\/wp\/v2\/categories?post=36"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/emilgasparec.cz\/blog\/wp-json\/wp\/v2\/tags?post=36"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}