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1、<p><b>  中文2265字</b></p><p><b>  游戲發(fā)展史</b></p><p>  游戲在中國(guó)走過十年的歲月之后,從一片空白逐漸發(fā)展成為一個(gè)擁有幾十億直接產(chǎn)值和幾百億元間接產(chǎn)值的龐大新興產(chǎn)業(yè)。它不但拯救了中國(guó)的.com經(jīng)濟(jì)于崩潰邊緣,也成為國(guó)內(nèi)等同于電影一樣最大眾化的娛樂休閑方式之一。</p>

2、<p>  而正如說起中國(guó)PC產(chǎn)業(yè)就不能不說聯(lián)想,說起美國(guó)的軟件產(chǎn)業(yè)就不能不說微軟,當(dāng)提及中國(guó)游戲的十年,我們不能不提及珠海西山居?;厮輫?guó)產(chǎn)游戲產(chǎn)業(yè)的發(fā)展,1996年1月西山居制作了《中關(guān)村啟示錄》,成為中國(guó)內(nèi)地游戲產(chǎn)業(yè)進(jìn)入商業(yè)化時(shí)代最早一批產(chǎn)品。如果把中國(guó)游戲看做一個(gè)生命的誕生,那么西山居就是迎接生命到來的最嘹亮的啼哭。</p><p>  歷史學(xué)家善于用一個(gè)時(shí)代的標(biāo)點(diǎn)符號(hào)來代表這個(gè)時(shí)代,當(dāng)黃仁宇截取

3、《萬歷十五年》,不經(jīng)意間已經(jīng)成為我們認(rèn)識(shí)中明代社會(huì)的輪廓,珠海海邊吹著海風(fēng)的求伯君在不經(jīng)意間成立了西山居游戲工作室,也正是這個(gè)西山居同樣在不經(jīng)意間成為了中國(guó)游戲十年路程的一個(gè)縮影。西山居作為國(guó)內(nèi)歷史最悠久的游戲工作室之一,同步見證了中國(guó)游戲產(chǎn)業(yè)從起步到今天的發(fā)展過程,經(jīng)歷了從單機(jī)游戲到網(wǎng)絡(luò)游戲風(fēng)光無限好的兩大階段,如果把國(guó)產(chǎn)游戲的發(fā)展作為一個(gè)長(zhǎng)遠(yuǎn)的目標(biāo),就必須思考一個(gè)適合并且完全屬于中國(guó)游戲制作的路線,而西山居用十年的時(shí)間和成績(jī)告訴了中

4、國(guó)游戲產(chǎn)業(yè)這樣一種可能。</p><p>  《中關(guān)村啟示錄》掀開中國(guó)游戲開篇序曲,巨大的反響中刺激了中國(guó)的PC單機(jī)游戲市場(chǎng)神經(jīng),接二連三的產(chǎn)品如雨后春筍般涌現(xiàn),但無論是后來表現(xiàn)平平的《中國(guó)民航》還是好評(píng)如潮的《決戰(zhàn)朝鮮》,站在中國(guó)游戲產(chǎn)業(yè)現(xiàn)階段,面對(duì)曾經(jīng)和現(xiàn)在紛踏至來的各類或單機(jī)或網(wǎng)絡(luò)游戲,“無可奈何花落去,似曾相識(shí)燕歸來”,所以我們不得不為西山居創(chuàng)造了《劍俠情緣》這個(gè)原汁原味詮釋東方世界武俠情節(jié)的品牌感到慶幸

5、?!秳b情緣》從單機(jī)到網(wǎng)絡(luò)版再到網(wǎng)絡(luò)版2,每一步都是對(duì)中國(guó)游戲制作路線的一次肯定,國(guó)產(chǎn)游戲太需要這樣的經(jīng)典,太需要《劍俠情緣》這樣能夠歷久彌新經(jīng)得起時(shí)間推敲的經(jīng)典。</p><p>  國(guó)內(nèi)的游戲市場(chǎng)簡(jiǎn)單的我們可以將其分為兩個(gè)階段,如果以時(shí)間為單位,2000年成為單機(jī)和網(wǎng)游的一個(gè)分界點(diǎn),而相對(duì)于單機(jī)游戲,網(wǎng)絡(luò)游戲在短短五年時(shí)間內(nèi)在中國(guó)市場(chǎng)的表現(xiàn)讓世界震驚。而無論是單機(jī)還是網(wǎng)絡(luò),西山居都用自己的市場(chǎng)表現(xiàn)證明了中國(guó)游

6、戲制作之路的可行性和面對(duì)外來游戲沖擊時(shí)表現(xiàn)的強(qiáng)大生命力和勃勃生機(jī),而這背后最有利的支撐點(diǎn)依然是《劍俠情緣》這個(gè)閃亮的品牌。缺乏自主品牌和自主工作室的產(chǎn)業(yè)是可悲的,這正如缺乏根基缺乏支柱的海市蜃樓的謊言和美侖美幻的空中樓閣都是虛幻的一樣,一個(gè)產(chǎn)業(yè)的崛起需要一個(gè)或者更多的代表的誕生。</p><p>  90年代末,互聯(lián)網(wǎng)娛樂開始在中國(guó)展現(xiàn)出其驚人的傳播速度及巨大商機(jī),而游戲成為這巨大商機(jī)中當(dāng)仁不讓的亮點(diǎn)。風(fēng)云變換中

7、,有兩個(gè)時(shí)間點(diǎn)是值得我們紀(jì)念的:2001和2003。</p><p>  2001年,是中國(guó)游戲史上值得記住的一年,《石器時(shí)代》、《千年》、《龍族》這些老玩家們耳熟能詳?shù)拿?,都是從這一年開始,影響著我們的生活。而后,《傳奇》連同“盛大”及其創(chuàng)始人“陳天橋”一起,在中國(guó)迅速成為了一個(gè)家喻戶曉的名字。集圖形與文字的智慧網(wǎng)絡(luò)世界,讓人如此容易理解和接納,人們從不知道,這個(gè)世界如此美妙。玩家看到了這種美妙,商人們則熱血

8、沸騰,這一時(shí)間無疑極大的刺激了中國(guó)網(wǎng)絡(luò)游戲市場(chǎng)經(jīng)濟(jì)發(fā)展步伐,甚至改變了中國(guó)游戲產(chǎn)業(yè)的整個(gè)格局,也正是中這一刻開始,中國(guó)在面臨了盜版問題長(zhǎng)期困擾之后進(jìn)入網(wǎng)絡(luò)游戲?yàn)橥醯挠螒蛐码A段。但正是這個(gè)階段的到來,一方面,產(chǎn)業(yè)本身面對(duì)著瞬間打開的巨大市場(chǎng),另一方面,中國(guó)游戲產(chǎn)業(yè)同時(shí)也必須面對(duì)隨之而來的另一個(gè)問題,外來游戲的入侵。</p><p>  2003年,同樣是中國(guó)游戲史上值得記住的一年。2003年7月31日,金山投資千萬

9、、耗時(shí)三年由西山居打造的《劍俠情緣網(wǎng)絡(luò)版》開始內(nèi)測(cè),9月20日啟動(dòng)公測(cè),北京、上海、廣州等11大城市同時(shí)發(fā)起“劍俠英雄會(huì)”主題活動(dòng),一時(shí),西山居《劍俠情緣網(wǎng)絡(luò)版》的問世,有力回?fù)袅司W(wǎng)絡(luò)游戲市場(chǎng)上“韓流”洶涌的局面,成為產(chǎn)業(yè)關(guān)注焦點(diǎn)。</p><p>  歷史有太多不經(jīng)意的偶然,中國(guó)內(nèi)地單機(jī)游戲商業(yè)時(shí)代的到來以西山居等一批原創(chuàng)工作室的崛起為起點(diǎn),中國(guó)網(wǎng)絡(luò)游戲的崛起同樣選擇了西山居,從最初的《中關(guān)村啟示錄》到如今的《

10、劍俠情緣網(wǎng)絡(luò)版》,歷史的選擇是偶然的,但也許正是這樣的偶然成就了西山居在中國(guó)游戲產(chǎn)業(yè)的地位,也正是這樣的偶然不經(jīng)意間給出了中國(guó)游戲制作路線的一個(gè)答案:制造自己特色的產(chǎn)品。這種特色,一方面驗(yàn)證著國(guó)內(nèi)游戲的自主研發(fā)路線的成果,另一方面也促使著國(guó)產(chǎn)游戲市場(chǎng)向著良性態(tài)勢(shì)發(fā)展。</p><p>  西山居和《劍俠情緣》品牌的成功,鮮明的指出了國(guó)產(chǎn)游戲的制作之路不單單是一個(gè)學(xué)習(xí)的過程,必須學(xué)有所用,再結(jié)合自身的因素去制作,在

11、這點(diǎn)上,即將2005年9月推出的《劍俠情緣網(wǎng)絡(luò)版2》在處理思路上有了自己不同的目標(biāo)。該款游戲很好的結(jié)合了格斗游戲的連招特色,并且將影視中真人動(dòng)作捕捉完整在游戲中再現(xiàn),同時(shí)延續(xù)營(yíng)造出有中國(guó)傳統(tǒng)文化氣息的游戲背景,以及在玩家角色外型上的個(gè)性化,都處理的非常恰當(dāng)。而伴隨著《劍俠情緣網(wǎng)絡(luò)版2》在今年游戲市場(chǎng)中強(qiáng)勁的上映,游戲中這種中國(guó)傳統(tǒng)人物特色的制作風(fēng)格或許會(huì)成為國(guó)產(chǎn)網(wǎng)游戲制作的一個(gè)新的思路。</p><p>  “不

12、了解歷史的人是蒙昧的”。不了解西山居就無法完整了解中國(guó)游戲產(chǎn)業(yè)的整體歷程,通過沉淀在記憶深處那《劍俠情緣》《決戰(zhàn)朝鮮》《中關(guān)村啟示錄》等一個(gè)個(gè)久遠(yuǎn)了的游戲作品,通過西山居,通過一直以來伴隨著我們成長(zhǎng)的《劍俠情緣》與兩千萬網(wǎng)絡(luò)游戲玩家們共同擁有的那些瑣碎記憶片斷,歷史清澈的展現(xiàn)在我們面前,為我們架起過去、現(xiàn)在和未來的通路。西山居和《劍俠情緣》,用十年的光陰折射出屬于中國(guó)網(wǎng)游產(chǎn)業(yè)十年同步的印記,也折射出屬于中國(guó)游戲自己的榮耀和未來。<

13、/p><p>  Development history of the game</p><p>  The game is after China passes by ten years, develop from one blank into one have billions of direct output value and several ten billion indirect

14、output value large new industry gradually. It not only .com economy to save China on edge of collapsing , become at home equating film popular amusement and leisure way most one of equally with.</p><p>  Jus

15、t as talk about industry , PC of China , have to say Lenovo , software industry to talk about U.S.A. have to say Microsoft, act as and mention for ten years of the Chinese game, we have to mention Western Hills Residence

16、 of Zhuhai . The development tracking back in the domestic game industry, made " the revelation of Zhongguancun " in Western Hills Residence in January of 1996, become the game industry of China Mainland and en

17、ter a batch of products initially of commercialized era. Regard one</p><p>  The historian is good at representing this era by punctuation mark for one era, as Huang Renyu intercepting " the 15th year o

18、f perpetual calendar " , become we Ming Dynasty outline of the society know , already accidentally, Zhuhai seashore blow Qiu Bojun of sea wind establish the game operating room of Western Hills Residence inadvertent

19、ly, it is this Western Hills Residence that has become a epitome of the journey of ten years of Chinese game inadvertently too too. Have witnessed the Chinese g</p><p>  " Zhongguancun revelation "

20、 raise introductory song overture , game of Chinese ,, enormous response stimulate PC unit game market nerve of China, whether the products again and again emerged like the mushrooms after rain, but no matter displayed m

21、ediocre " CAAC " or well received " fought decisively in Korea " later, stand at the present stage of Chinese game industry, in the face of once stepping on now to all kinds of or the unit or network

22、gaming that came confusingly, "flowers fall, do what </p><p>  Simple we can divide it into two stages in the domestic market of game, if regarded time as the unit , became the unit and a boundary point

23、 which the net visited in 2000, and to the unit game, the behavior of the network game on the Chinese market within a short period of five years lets the world shock . Whether and no matter the unit or network, Western H

24、ills Residence prove China feasibility of way of game making and face outside game strong vitality and vitality that display strike , with on</p><p>  At the end of the 1990s, Internet's amusement began

25、to show its surprising spread speed and enormous business opportunity in China, and the game becomes the light spot taken in this enormous business opportunity as own duty. In the constant change is varied, two time poin

26、ts deserve us commemorativly: 2001 and 2003.</p><p>  In 2001, it was one year when was worth remembering in the Chinese game history, " the Stone Age ", " millennium " , these old names

27、that what's frequently heard can be repeated in detail of players of " Long Zu ", begin from this year , is influencing our life. And then " legend " and founder " overline bridge Chen "

28、 together , become a widely known name rapidly in China together with " grand". Collect the intelligence network worlds of figure and characters, make people so easy to understand a</p><p>  2003,

29、it is likewise one year when is worth remembering in Chinese game history. Will it be July 31 2003, Shan Jin invest ten million , cost , examine begin , by " swordsman love network edition " that Western Hills

30、Residence make three year, September 20 is started and examined commonly , 11th National Congress cities such as Beijing , Shanghai , Guangzhou ,etc. initiate the theme activity of " swordsman's gathering of her

31、os " at the same time , for the moment, the appearance in Western Hills R</p><p>  There are too much careless chances in history, the unit commercial age of game's arrival of China Mainland regards

32、 emergence of a batch of original operating rooms such as Western Hills Residence as the starting point, has chosen Western Hills Residence too in emergence of the Chinese network game, from the initial " revelation

33、 of Zhongguancun " to " swordsman's love network edition " of today, choice of history accidental, but exactly such a chance achievement in status of industry, game of Ch</p><p>  Success

34、of Western Hills Residence and " swordsman's love " brand, the way of distinct making which has pointed out the domestic game is not merely a course of study, must gear the study to practical use , and then

35、 combine one's own factor to make, in this, there were one's own different goals in handling the thinking in " 2 swordsman's love network editions " that will be introduced in September of 2005 soon

36、. The game fine combination grapple to employ characteristic in succession game very, an</p><p>  " Do not understand the person of history is uncivilized ". Do not understand Western Hills Residen

37、ce is unable to understand the whole course of the Chinese game industry completely , through precipitate depths " swordsman love " that " fight decisively Korea " " Zhongguancun revelation "

38、; one pieces of remote game work in memory, through Western Hills Residence, through following " swordsman's love " and those co-owned trifling memory parts of game players of 20 million networks that we gr

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