...首先我认为游戏的平衡性是服务于有意义的选择(Meaningful Choice)的创造过程的。平衡性使得玩家对抗的游戏过程中,玩家的选择变得有意义,从而调动积极性并使游戏过程变得有趣,而非无聊。
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For example, a meaningful choice might be scaling back the time you spend at the office and devoting those hours to volunteer work.
例如,一个有意义的选择可能会缩减你办公室度过的时间并将富余的时间投入到志愿工作中去。
A version tag applies a meaningful name of your choice to a specific revision of each file in the repository, essentially creating a named snapshot of your development project.
版本标记将一个有意义的名称应用于存储库中每个文件的一个特定修订版本,这实际上创建开发项目的一个命名快照。
And then you might raise all sorts of questions about, well, was this part of God's plan that they ought to know this and should know this, so that their choice for good actually becomes meaningful.
你们也许会有很多疑惑,好,这是不是上帝的计划,人类理应知道这点,他们应该知道这点,那样他们择善也就变得有意义了。
And then you might raise all sorts of questions about, well, was this part of God's plan that they ought to know this and should know this, so that their choice for good actually becomes meaningful.
你们也许会有很多疑惑,好,这是不是上帝的计划,人类理应知道这点,他们应该知道这点,那样他们择善也就变得有意义了。
Is it meaningful to choose to do the good when you have no choice to do otherwise or aren't aware that you have a choice to do otherwise?
这样是否有意义,你选择了善良,在你别无选择的时候,或者是当你没有意识到还有其他选择的时候?
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