正如我们在伦敦所听到的,视频游戏有着四十年的历史,几乎不可能更长了。
So as we have been hearing in London, there's forty years of video games history, if not more possibly.
我们知道,这在目前是不可能做到的,但是我们也明白,所需的那种改变游戏规则的工具以及将使我们达到目的研究议程。
We know this is impossible right now, but we also know the kind of game-changing tools needed and the research agenda that will get us there.
想像一下你妈妈玩这游戏,而她基本不懂怎么在游戏中移动——嘣嘣嘣——就被打死了。这就不可能是有趣的体验。
Imagine your mother playing, where she's barely learning how to move around in the game - bam, bam, bam - dead. That's not going to be a fun experience.
想像一下你妈妈玩这游戏,而她基本不懂怎么在游戏中移动——嘣嘣嘣——就被打死了。这就不可能是有趣的体验。
Imagine your mother playing, where she's barely learning how to move around in the game -bam, bam, bam -dead. That's not going to be a fun experience.
很自然地,维多利亚把这件事告诉了我。在这场游戏里有这么多的玩家,我不可能是孤军奋战。
Victoria was monitoring them for me, naturally; in a game with this many players, I couldn't be working alone.
游戏不可能是完全随机的,它给人一种完全随机的错觉,但实则要认真斟酌。
The game can't be truly random. Instead, it has to generate the illusion of randomness while actually being carefully determined.
如果进行一场游戏,其结果是基于人的感觉和信念,你不可能给成功打上恰当的分数。
It is impossible keep an accurate score of success when the game is based on personal feelings and beliefs. The key is to realize that success is multidimensional.
虚拟现实游戏当中所蕴藏的线索分布于全球各个角落,对于任何一个人来说,要独力解开游戏中的迷团都几乎是不可能的。
Because ARG clues are distributed so widely across the globe, it is impossible for any one person to solve the mystery alone.
尽管玩计算机游戏经常被称为是一种小孩子的行为,然而娱乐软件协会(Entertainment Soft ware Association, ESA)的一项最新研究发现,这种想法不可能太偏离事实。
Though playing video games is often called a child's activity, a new study from the Entertainment Software Association has found that that perception couldn't be further from the truth.
有人利用管理结构,有人利用职业特征,有人利用自己的特殊技能,在这个本来就不可能公平的游戏里面比别人稍微走的快一点。
Some people use the management structure, it is the use of professional characteristics, some people use their own special skills, in this game can not be fair in a little faster than others.
因此加入非常长的深层故事也不是不可能的,但如果希望玩家长时间对游戏保有兴趣就必须把故事做好。
So it's not impossible to include a very long and deep story, but it has to be done well if the players are going to stay interested throughout the game.
还有一些不可能通关的游戏因为“同辈压力”火了,《福布斯》杂志评论员安东尼•科斯纳说。
Some impossible games have also made use of "peer pressure" to foster popularity, noted Forbes reviewer Anthony Kosner.
当一个人刚开始玩游戏的时候,他不可能一直赢。
It's impossible that one could win a game all the time when they first start playing it.
然而在游戏中这是不可能的,因为游戏中一名工程师只能造一台步哨。
This however is impossible in-game, as an Engineer can only build one sentry at a time.
挖,战斗,探索,订做!没有什么是不可能在这个动感十足的冒险游戏。世界是你的画布和地面本身就是你的油漆。
Dig, fight, explore, build! Nothing is impossible in this action-packed adventure game. The world is your canvas and the ground itself is your paint.
因此,对于像国际象棋和围棋这样的大型博弈游戏来说,计算机程序不可能遍历所有结果,而是仅仅通过最上层的几个步骤来判断胜负。
Thus, for large games like Chess and Go, computer programs are forced to estimate who is winning or losing by focusing on just the top portion of the entire tree.
肯定的是她私下会继续她的娱乐游戏,但是鉴于她来自中国,而且明显是低等阶级,因此她不可能知道为什么她这样做是错的。
It will show her to keep her fun and games private but as she is from China and clearly low class she will never know why what she did was wrong.
在这样一个游戏中也不可能步入统一的舞蹈,因为等级结构与统一也是彼此冲突的。
There is also no way to move into the dance of unity in such a game; for a hierarchical structure and unity are at odds with one another.
随着游戏内容,易于学习,但不可能掌握,收获:海量遭遇提供了全新的游戏体验!
With gameplay that's easy to learn, but impossible to master, Harvest: Massive Encounter offers a brand new gaming experience!
如果你不改变游戏规则的话,你不可能赢得这场游戏。让你的内容容易被找到,并且切实有用,以此来进行这场游戏。
You can't win the game unless you change the rules. Fill in the puzzle pieces by making your content accessible and improving usability.
旧式的游戏研究几乎不存在(参见JesperJuul对这一问题的评论),也不可能给电脑游戏学者以安全的港湾。
The old field of game studies barely exists (see Jesper Juul's review in this issue), and seems in no shape to give the computer game scholars a safe haven.
作品意味不可能是文化的漫无边际的驰骋,也不能是语言符号无始无终的能指游戏,文本含义使这一切都包括在一定的范围内。
Production sense can neither be the limitless spreading of culture, nor the endless game of language symbols, text significance make all these things confined in a certain extent.
这不仅仅是个填字游戏这么简单。还包括一个人怎样去解决一个不可能的问题。你是用整体法解决呢?还是分成一个个小的。——《奇异博士》。
This isn't about crossword puzzles. It's about how one approaches solving an impossible problem. Do you take the whole thing at once or divide it into small.
我是这个游戏的制作人,我告诉你解锁450个成就是几乎不可能的。
I am the developer of this game and I tell you that it is almost impossible to unlock all 450 achievements.
再好玩的游戏,玩过几次就没有新鲜感了,不可能玩很长时间。
再好玩的游戏,玩过几次就没有新鲜感了,不可能玩很长时间。
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