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[阅读小分队] 【Native Speaker每日综合训练】 【37-A】 一周精选 - Dungeons and Dragons

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发表于 2014-5-28 23:31:36 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
感谢大家对《一周精选》的支持,看来我们的努力得到了大家的认可,这让工作组成员都非常开心。

在本期中,我们首先要对上周的投票做一个总结(我不知道大家是不是可以看到投票的结果),一共37位同学参与了投票,其中62.16%选择了“革命尚未成功”,5.41%是“三好学生”。另外还有24.32%的同学没有做那期作业。



一周精选的帖子内容和回帖我依旧保留,毕竟是新东西,方便新加入的同学了解和熟悉

精华文章回顾帖的选文标准,内容及回帖标准如下:

选文:文章本身有一定的难度,适合精读;内容优秀,具有启发性
数量:1-2篇不等,视当周帖子内容而定
帖子内容:Part I:原文回顾;Part II:全文思路梳理;Part III:难词解读,长难句分析

如何回复本帖:
重新再练一遍,计时 or 回忆,然后回复本贴,查看隐藏内容 Part II 和 Part III
并从本贴的最下面选项中选择一个(就是那个ABCD)
最后,只要你有关于过去一周内文章的问题,都可以贴出来大家讨论。当然,也十分欢迎大家对LZ水平各种吐槽(写这句话的时候内心不断告诉自己敢直面批评才是真的勇士




一周精华文章回顾帖的初衷是希望带有娱乐精神的来跟大家一起回顾我们过去一周的成果,所以不要太拘泥,不要太严肃,小分队是严肃的,但在这里,我们一起学英语,练阅读,一起吐槽一起High

最后还有一件事忘了告诉大家,那就是每周的精华回顾贴不记录考勤,撒花~~~~


我是分割线。。。

上一期的选文一点都没有出乎大家的意料,我们选择了阅读最难啃骨头之政治文阿三哥大选,但本期的选文可能会出乎一点意料,来自ZXPPX的36-19系列的第二篇速度文章D&D


Part I: 原文回顾

40 years later, 'Dungeons & Dragons' still inspiring gamers

[Paraphrase 1]
(CNN) -- Four decades before anyone took an arrow to the knee in "Skyrim," adventurers were sitting down with paper and pencil to battle fantasy monsters and explore rich, new worlds in a different kind of role-playing game.
"Dungeons & Dragons," commonly known simply as D&D, burst onto the scene in 1974, long before the word "gaming" came with the implied word "video" in front of it.
In D&D, the brainchild of creators Gary Gygax and Dave Arneson, players could become fighters, magic-users, and clerics, and run through adventures created by a "Dungeon Master" or "DM" -- the person responsible for controlling nearly every aspect of the game.
Players sat around a table rolling multi-sided dice and visualizing the adventure using just their imaginations -- a far cry from today's vast, richly rendered video-game worlds.
But four decades later, and with all its high-tech competition, "Dungeons & Dragons" continues to grow and evolve. And many of today's computer games, animated television shows, feature films, novels, and even pop and rock songs owe much to D&D lore.
"In today's culture, D&D has found its place as a leader and influencer over storytellers across so many different mediums," said Nathan Stewart, brand director for D&D at Wizards of the Coast, the company publishing the game. "From game designers and musicians, to scores of screenwriters and film directors, D&D has had a profound effect on those who have brought fantasy and geek culture to the foreground."


Demon worship?
Indeed, many creators of fantasy games and stories today probably cut their teeth on D&D as kids, or teens. The game allowed players to tap into their own creativity while socializing with friends.
Or, for some, with their family.
Jerry Holkins, co-founder for the webcomic, "penny arcade," said he started playing D&D with his young aunts and uncles, much to the chagrin of his mother.
"My mom flipped out, of course. The belief that 'Dungeons & Dragons' constituted some kind of 'satanic ritual' was a common refrain at my house," Holkins said. "When I got older, I hid the fact that I played it. Where she might have found another young person's pornography or drugs, she found my DM's guide. Honestly, I think she would have preferred the drugs."
By the early '80s, as the game grew in popularity with wargamers, then college and high school students, it drew the attention of some religious groups that claimed -- as they would with "Harry Potter" decades later -- that the game encouraged witchcraft and demon worship.
For others, D&D opened the door to expanding their circle of friends at a time in their formative years when shyness may have otherwise taken over. Video game creator Ken Levine didn't have friends to play D&D with when he discovered the game in 1978. But a trip to summer camp and a chance meeting with others who played introduced him to many new people.
"So I went from having no friends and no social circle to an immediate social circle through 'Dungeons & Dragons,' " said Levine, who is best known as creator of the "Bioshock" series. "We were playing a module out of the 'Dragon' magazine called 'The Mansion of Mad Professor Ludlow.' The Dungeon Master that night is still my best friend to this day."
"Without Dungeons & Dragons, there is a very different person in this chair right now. I just don't know if I would have made the connection -- the social network with the people I met."
By 1981, the game had more than 3 million players worldwide. By 2007, that number grew to 6 million, and the numbers keep rising.


Influence on video games
Universally considered the first modern role-playing game, D&D set the benchmark for many future RPG games -- either the table-top or computer variety. Beyond simple game mechanics, the game allowed players to understand how to tell a story or craft an adventure that kept people engaged and entertained.
"Often times when people think of D&D, they think of the dice, maps and groups of friends sitting around the kitchen table," Stewart said. "But D&D has also been in the video game space as far back as 1982 and has served as the inspiration for a lot of today's digital games."
The influence of "Dungeons & Dragons" on video games has been clear from the beginning.
"D&D was about creativity -- both in terms of the player experience and the Dungeon Master experience," Levine said. "Once I started getting exposed to Gygax's world -- sitting there and thumbing through the pages of the 'Monster Manual' over and over again and the other manuals of Advanced D&D, I saw his whole vision. It exposed me to creatively minded people who thought about fantasy and genre things the way I did. It really got the ball rolling for me."
In 1988, the first officially-licensed video game based on D&D was released by Strategic Simulations, Inc. "pool of radiance" was an adaptation of the Advanced Dungeons & Dragons rule set, and was generally well received by fans and critics.
More successful video games would follow including the "Baldur's Gate" series and the "Neverwinter Nights" collection. Holkins played many of the games and felt the games leveraged the vast settings of the D&D's campaigns without tying themselves to its specific rules -- thereby leaning more on storytelling rather than combat.
"As far as it being an influence on videogames, that's not even a conversation," Holkins said. "In the Western CRPG (computer role-playing games) tradition, the lineage is so direct as to be a straight line."
And many who play games like "Diablo," "Dark Souls" and "World of Warcraft," often connected to teammates and opponents through headsets and computer chat channels, also gather together for the social experience that is an old-fashioned "D&D" session.
"Dungeons & Dragons" sessions are social, Levine said. "You are surrounded by your friends and not (someone) yelling and cursing at you over their Xbox headset. "You get to have this really nice experience playing with friends."
Holkins agrees.
"Different groups are all playing the same game, theoretically, but in practice there's a lot of culture that isn't really portable from table to table and people approach it with their own style," he said. "It would have to be like that, when you think about it. At root, the game is about a group of people who are all agreeing to imagine the same thing. Is 'intimate' the right word? I think I could make a case."


New D&D rules
The game itself has evolved over many official and unofficial rule changes in its 40 years. From the original rules in 1974 to "Advanced Dungeons & Dragons" in 1981 up to "D&D 4th Edition" released in 2008, the idea has always been to give players a framework to create adventures the way they want to experience and enjoy them.
"There are certain things about the D&D game that transcend generations -- the storytelling aspect, the desire to become something greater than yourself or just something different from yourself," said Chris Perkins, senior design manager for story and world building for Dungeons & Dragons. "I think those experiences have given the D&D game its longevity because they are timeless."
Two years and 170,000 playtesters later, those timeless ideals are implanted in the fifth and latest generation of rules which were announced by Wizards of the Coast on Monday. A brand new "player's Handbook," "Monster Manual," and "Dungeon Master's Guide" will be released this summer, setting the foundations for the game's future.
In addition to new rules, the creative team at Wizards of the Coast announced an original storyline that will extend beyond the tabletop and into digital gaming. Tiamat, a powerful goddess that takes the form of a multi-colored, five-headed dragon, is at the core of the new "Tyranny of Dragons" tale.
A new module for the D&D online game, "Neverwinter," will launch on August 14 and be "the premier digital 'Dungeons & Dragons' experience for players," according to a press release.
Two new tabletop adventures will also be released, one on August 19 and the other on October 21. A new line of miniatures (figures that represent player characters and others they encounter) is also planned to be used in conjunction with the fifth edition of core rules.
"We're aiming to tell the story not only in the role-playing game, but in other venues so that people can experience it at a number of different levels to a number of different depths," Perkins said. "We haven't really dealt with dragons much in the (Forgotten Realms) over the past 40 years. It's been a long time since we've had an iconic villain on the order of Tiamat."
He said the experience will be different depending on what platform you access the story. Players will have a shared story, but what actually happens during a tabletop game will be different than in the digital games.
While rule changes have usually resulted in the gnashing of teeth and wailing of voices from some players, Perkins said there is flexibility built in to the new edition so players can play and enjoy whatever type of game they want, using as much or as little of the new system as they want.
Perkins acts as the Dungeon Master for the Acquisitions, Inc., adventures at PAX conventions and plans to show everyone how the new rules can work.
"When I run the game at PAX Prime this summer, I'm going to do it even differently," he said. "I'm going to have 'Theater of the Mind' elements, but I'm also going to have very strong visuals and there will be miniatures because I'm going to try to demonstrate without actually calling attention to it that you can present and play the D&D game in any one of a number of different ways and it is still Dungeons & Dragons."
Stewart and Perkins believe the future of stories in games will be best told through a transmedia experience and they hope players will usher in a familiar future for D&D. It is a sentiment shared by Levine and Holkins.
"Let's get a group of friends together and have an adventure," Levine said. "In reality, that's what the future of video gaming wants to be. It wants to be a place where the player has the ability to be more expressive."
[1731 words]

Reply Your Answer to Check analysis

(原帖链接请戳这里 http://forum.chasedream.com/thread-906749-1-1.html  )


Part II: 思路梳理

可能会有同学想为什么要选择这篇呢,很容易啊,没难度啊,OK,我也承认这篇文章的内容对于部分男生,特别是爱游戏的宅男们(当然,不是所有爱游戏的男生都是宅男,也有阳光型的,比如我),D&D那真是再熟悉不过啊。可对于不玩游戏,或者对这一部分知之甚少的同学来说,就会相当不理解了。
另外,个人觉得在高大上的小分队里,也很少出现这么另类的游戏体裁,所以特此选了这篇。
RPG高手请点击屏幕左上角后退键自动跳过。

文章。。有点长,一共N段,所以我们就不按段落意思来逐一讲解了,而是按照作者的整体思路,分部分讲解。另外由于文章中有一些特定缩写,建议大家先看Part III, 了解一下背景。

第一部分,从开头到Demon worship之前,这部分算是一段引文吧。
最开头可能有点难以理解,因为我们不理解Skyrim(解释请看下文),作者想说的是在我们玩上《天际》的40年前,大家都是拿着纸笔,坐在桌上,凭借自己的想象力来玩D&D的(所以说D&D最开始是纸牌游戏)。这一幕对于80后来将真的十分有爱啊,因为我们是成长在电脑游戏的一代。
接着就说尽管现在已经有无数的恢弘巨作,但D&D对当今各个娱乐媒介,包括电影,游戏,电视,小说甚至音乐等都有着深远的影响。这也是全文的核心观点

第二部分,Demon worship?
这部分主要说了两个内容,第一是JerryHolkins讲述小时候为了玩D&D跟妈妈斗争的故事(相信大部分人小时候都有过类似的经历)因为家里反对“Satanic ritual”。到80年代早期,一些宗教团体认为D&D鼓吹了恶魔崇拜和巫法。
第二个内容则引用了Ken Levine是如何在D&D的游戏过程中结交了好基友,拓展了社会圈的感人故事。
这个部分没有出现作者自己的直接表态,但从引用的例子可以明显的看出作者是坚定的支持D&D的

第三部分,Influence on videogames
这段大部分的篇幅都在描述Ken Levine是如何将D&D的“社交“理念融入到游戏创作,在1988年发布了第一款基于D&D的电脑游戏《光芒之池》(Pool of Radiance),广受好评。Ken认为好的游戏是在讲故事,而不是单纯的打斗。后续的很多大作,例如暗黑破坏神(Diablo,俗尘大菠萝),黑暗之魂(Dark Souls)和魔兽世界(World of Warcraft)都延续并发扬了讲故事和社交化的理念。

第四部分,New D&D rules
这段的核心思想我认为也比较容易,就是告诉读者D&D的rule是不断进步的,以及Stewart and Perkins认为D&D最本源的东西就是召唤一群朋友,然后一起去冒险。(基情满满啊)
但这部分中的一直谈的Rules对于一些不太熟悉网络游戏的同学来说就可能就不太能理解。对于桌游版(Tabletop)来说,rules很好理解,就是游戏的规则。但对于网游版D&D(Digital),rules是什么呢,可以用一个词来比较好的概括就是游戏的平衡性和可玩性。所以在谈到D&D的新变化时,才会出现这么多的游戏专有名词,比如龙之暴政,Tiamat等,这些都是对于游戏可玩性的拓展和变化。


Part III: 难词解读和长难句分析

这一部分不是帮助大家查词典,拓展词汇量,而是把一些语义比较抽象,或者和一般的意思相差很远的词汇,词组列出一些,供大家鉴赏。
感谢Yingjie的建议,本期开始将加入词汇的英文解释

·   Dungeons & Dragons
简称D&D,中文名叫《龙与地下城》,大家可能都知道这是一个网络游戏,如果你还知道这是一款桌上角色扮演类游戏的话,这将充分暴露你的年龄。因为D&D是世界上第一个商业化的桌上角色扮演游戏。这个游戏是在1974年由一保险公司推销员加里·吉盖克斯(Gary Gygax)在威斯康星州发明的,后来他成立了TSR公司。不过这个公司于20世纪90年代中期在与威世智(Wizardsof the Coast)的竞争中失败并被其收购。还有同名的电影《龙与地下城》与街机游戏《龙与地下城》以及网络游戏《龙与地下城》等。

·   Skyrim
《天际》,Bethesda出品的史诗性奇幻风格RPG《上古卷轴》系列的第五部作品。所以这是一款现代网络游戏大作。


·   RPG
Role-playing game, 角色扮演类游戏。指游戏拥有一个完整的故事背景,你选择的游戏人物将扮演故事中的人物


·   Tyranny of Dragons & Tiamat
Tyranny of Dragons, 2014月开放的新资料片龙之暴政,Tiamat就是这部资料片的最终BOSS


Ÿ  By the early '80s, as the game grew in popularity with wargamers, then college and high school students, it drew the attention of some religious groups that claimed -- as they would with "Harry Potter" decades later -- that the game encouraged witchcraft and demon worship.
这个长难句最需要注意的地方就是中间的插入语,表示“就像十数年后他们对哈利波特那样“,而这个插入语也表明了作者的态度


好了,本期的一周精选文章回顾就到这里了,可能会有同学说37-02的越障那篇文章(Instead of protestingcommencement speakers, debate them)也很难,非常同意,所以大家如果有关于那篇文章不理解的地方,欢迎回帖提出。
祝大家儿童节快乐!!!

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沙发
发表于 2014-5-28 23:42:20 | 只看该作者
哈哈。。。沙发~~ 第一次 哈哈
板凳
发表于 2014-5-29 00:34:26 | 只看该作者
五分钟读完了,感觉自己玩的游戏还是挺多的,大部分都玩过或者看别人玩过。D&D也跟朋友熬夜玩过好几次,当时觉得自己想象力好差,哈哈,最后死在一群强盗手里~~
地板
发表于 2014-5-29 01:37:16 | 只看该作者
D&D 死忠路过
5#
发表于 2014-5-29 01:41:34 | 只看该作者
还有skyrim我记得是单机啊?难道是我打开的方式不对?
6#
发表于 2014-5-29 04:14:16 | 只看该作者
first introduce what is DD and it has caused huge influence over game industry and the pop culture. DD was considered un acceptable at the very early stage, and then gradually caused some influence over the gaming industry (especially in the CRPG). Now, it went even further beyond the computer gaming but in other form as well (transmedia).
7#
发表于 2014-5-29 06:43:43 | 只看该作者
ddddddddddddddddd
8#
发表于 2014-5-29 08:01:47 | 只看该作者
回顾回顾!
'D& D' has a long history, and nowadays, it continues influencing many different mediums.
The adavantage of the 'D& D' game: stimulating players' own creativities, and socializing their lives.
'D& D' influenced players in such a way that players can use their own creativities to keep more people engaged and entertained, and players from different cultures have the oppotunity to join the game togethers. Such influences inspired many future games.
'D& D' have been through many either official or unofficial rule changes over 40 years. The game's longevity is derived from its timeless ideas that offer players different special experiences, which depend on different platform players use to access the story.
文章大意理解不难,具体细节一律带过~~哈哈,AceJ 对这个游戏解析得真透彻!
9#
发表于 2014-5-29 08:26:46 | 只看该作者
不玩游戏的我看了很费解 谢谢ACE
10#
发表于 2014-5-29 08:50:07 | 只看该作者
的顶顶顶顶顶的顶顶顶顶顶的顶顶顶顶顶的
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