图片序号 1 2 3
建筑名称 林肯纪念堂 华盛顿纪念碑 国会广场
破损程度 林肯雕像损坏 纪念碑破损 广场变成战场
意义 失去自由 国家毁灭 秩序混乱
under God, shall have a new birth of freedom - and that government of the people, by the people, and for the people, shall not perish from the earth.
(By Abraham Lincoln)
同样是破败设计，华盛顿纪念碑则表现的意义更为强烈,华盛顿纪念碑是为了纪念美国国父华盛顿所建立的建筑[ George Washington: A Life]，象征着美国建国的荣耀，华盛顿纪念碑是已知现今最高的石碑。在游戏辐射3中，此处设计师对于游戏破败修改与游戏背景做了一些关联思考，盛顿纪念碑周围的石壁基本已经破损（如图2所示），但还有一部分保存完好。此处的设计的意义是为了体现国家将近毁灭但还存在，当玩家第一次踏足华盛顿特区前的国会广场，周围的建筑基本都已损坏唯一矗立的只有华盛顿纪念碑，从后面的剧情我们可以发现故事剧情中，代表这个国家的组织还没消失，依然在执行国家维护安定的权利。
4.1.3 The changes of symbolic meanings
The regeneration of buildings
The pictures of buildings
Picture number 1 2 3
Building name The memorial Hall of Lincoln The milestone of Washington Square for national meeting
Extent of regeneration Damages to the Lincoln Statue Damages to the milestone Squares turned war areas
meaning Lose freedom The ruin of a country Chaos of orders
To the Washington d.c. in America manifested in games, the most symbolic buildings are the square for national meetings, the memorial hall of Lincoln and the milestone of Washington. In real life, they represent different symbolic meanings.
In Americans′ hearts, Abraham Lincoln is a great imperialist and a revolutionist. The memorial hall of Lincoln was built in memory of Lincoln. In real life, it is a new-classical building with resemblance to the ancient Greek Parthenon. White building are very holy and clean from the distance, and in the inner hall of the memorial, the statue of Lincoln is set in the central part. In terms of architectural meaning, the Lincoln memorial hall symbolizes for freedom. In radiation 3(indicated as in picture 1) the memorial hall of Lincoln has become broken after the nuclear war, was occupied by bandits and mercenaries and ask passer-by for the trip. If disagrees, they will be humane shot. Entering into the memorial hall, one can see that the statue of Lincoln has been destroyed, with no holiness in the hall. The designer for radiation3 is doing broken design to the buildings of radiation, through which the feelings of the plot of stories in the background of games are manifested. The memorial hall is here to demonstrate the emergence of dictatorship and repression and loss of freedom after the nuclear war.
The same is broken design. The meaning of the Washington Monument is more intense, which was built for the American Father Washington, symbolizing the glory of the funding of America, and it is by far the highest stone monument in the world. In game radiation3, the designer made some related thinking about the revision of broken games and the background of it, the stone pillars surrounded the monument is already broken , leaving a part intact. The meaning of the design here is s to show that the country is nearly destroyed but still exist. When the player first set foot in the Square for National Meetings in the front of the Washington d.c., the surrounding buildings are all there except the Washington Monument, and from the latter part of the plot, we can see that it stands for the mechanism of the country has not disappeared and is still maintain stability in the implementation of the rights.
The square for national meetings is the mostly changed part of the design, it also stands for different meanings(shown in the left picture), Stretching all the way from Lincoln Monument to the National Building, the National Square of America is a place for celebrations and ceremonies. In reality, the initial designers designed the square equally and is covered by many lawns; the reason is that stone grounds possess the feeling of dictatorship, which is not in accordance with the spirit of freedom.
The National Square of America can be the symbolization of the core orders of federal America, and it is also the storefront of national orders. Not only does The National Square in radiation3(as showed in picture three) has any grasslands, but also it is destroyed without sympathy, leading to the criss-cross war area. The surrounding buildings is a completely destroyed, the National Building which stands for law is partly fallen down. The designers wish to manifest the background of the repetition of wars, chaos, terrors by this means in radiation3.
辐射3 是一款很强调游戏理念的游戏，对于游戏的故事的意义的要求非常高，辐射系类游戏之所以能在此方面十分突出，其原因除了设计师对于细节设计十分用心之外，本身辐射系列这种类型的游戏，往往要比其他类型游戏能更加突出游戏细节表现，（fps类型很难对于细小的细节进行表现，过于快速的游戏节奏会使玩家没有太多时间仔细思考设计师的用意）文章开头我们就提到过，辐射系列是经典的欧美RPG游戏[角色扮演游戏（RPG，英文全称Role-Playing Game）^ 2.0 2.1 "[Matt] Check |authorlink= value (帮助). Dungeons and Desktops: The History of Computer Role-playing Games. A K Peters, Ltd. 2000. ISBN 978-1-56881-411-7.]，辐射系列前两部作品是典型的全视角RPG系列，而第三部则转变为3DRPG游戏。从游戏的质量上来讲，辐射3的转型是非常成功的，辐射3在3D化之后，通过玩家的主视角看到的废土则更为真实荒凉，以第一人称视角体验整个废土，对于玩家的感受，辐射系列的故事风格更为突出。在辐射3中，第一人称的代入感十分强烈，从第一人称视角下看整个破败的华盛顿特区，在配上美国40年代的爵士乐，颓废感油然而生，而场景中的细节体现也并没有随着刺激的战斗被玩家忽视，本身辐射3依然保留前两部的RPG元素，玩家会画大量的时间在整个地图上探索，随着探索的过程，玩家自然会注意到一些重要的细节。辐射3的优秀之处就在于任何类型的玩家都可以在辐射中找到应有的乐趣，这就是为何辐射3的细节设计对故事风格有着如此强烈的影响。
4.2 The internal structure of buildings
The buildings′ internal designs of concept want to leave a strong impression. It is very important to master objects and the internal styles of buildings.
Radiation3 is a game which stresses the concept of the game very much, which has a high standard for the meaning of the story. The reasons for radiation games′ being standing out in this aspect, apart from the designers concentrate on detail designs, on the other hand, compared with other games, the games of radiation themselves stress more on the details of games,( the category of fps can hardly manifest the small details, for the high speed of games gives players little time to think the intentions of designers) we mentioned in the beginning of this article that radiation series is a classical RPG game from Europe and America. The first two pieces are the classical RPG series, and the third one changes to 3DRPG games. In terms of the quality of games, the change of radiation3 is very successful. After the 3D edition comes into being, the deserted soil is truer and more deserted seen from the main angle of players; to the feeling of players by experiencing the whole deserted soil in the first person, the style of the story in the radiation series is more stressed. In radiation3, the introduction of the first person is very strong; the feeling of degeneration comes by seeing the destroyed Washington d.c., plus Jazz in the 1940s′ America. And the manifestation of details in the setting is not ignored by players with thrilling battles going on. Radiation3 still keeps the elements of the first two pieces, and players will spend much time in exploring on the map. With the process of the exploration, players will see some important details naturally. The upsides in radiation3 lie in players of any kind can find fun in it, and this ids the reason why the designs in radiation3 has such a strong impact on the style of the story.
建筑 杰弗逊纪念堂 美国国家博物馆
图片序号 1 2
原始样貌 杰弗逊纪念堂中央矗立着杰弗逊的雕像，整个大厅非常空旷，复古。 整个场馆大厅整齐的放置着，灯光明亮，文明有序
修改 将杰弗逊纪念堂进行修改，在纪念堂周围铺设管道，在雕像周围添加了大量的仪器 将所有展品去除，对于博物馆内的墙壁进行破损设计
意义的表现 杰弗逊纪念堂象征着希望，而在主线剧情中发生在纪念堂的净水计划也是如此 象征着文明的衰落，野蛮暴力充斥着这个世界
对背景剧情的影响 对于游戏整体故事的价值观影响 对于游戏的气氛以及环境有着影响
Buildings Jefferson Memorial Hall American National Museum
The pictures of the Hall
Picture number 1 2
Manifestation of scenarios Occupied by scientists, the main source of light is no longer a white one, but the blue light. A large amount of glass and cable reflect a strong sense of science and technology.
The original items was missing, bodies littered venues. As a stronghold, the whole stadium was brutal monsters, lights were dimmed.
Original looks The central part of the Jefferson Memorial Hall stands the Statue of Jefferson. The whole hall is very empty and ancient. The whole stadium hall placed in rows, brightly lit, civilized and orderly.
Revisions Revise the Jefferson Memorial Hall, lay pipes around it and add around the statue a large number of instruments. Remove all the exhibits, do broken design to the wall of the museum.
The manifestation of meanings The Jefferson Memorial Hall symbolizes hope, so is the water purification program happened in the memorial hall in the main story. Standing for the decline of civilization, and the world is filled with brutal violence.
The influence to the background story Impacts to the game values of the whole story Influence to the game′s atmosphere and environment.
In the game,almost all the historical buildings of Washington d.c. Have been redesigned.The majority of the historical buildings were destroyed.
Designers categorized these buildings.
Buildings of science, like museums and libraries, designers made the interior design occupied by robbers, variable creatures and mercenaries, through which to show the brutal human relations.
Whereas historical buildings are related both to countries and governments, such as monuments, memorial halls, military buildings and VIP′s mansion are almost all being destroyed. In this way, the designers want to show the disappearance of laws and the social conditions of chaos.
图片序号 1 2 3
走廊 杰弗逊纪念堂 国家图书馆 国家博物馆
介绍 荒废时的杰弗逊纪念堂，悠长昏暗，令人十分压抑 国家图书馆的，大厅走廊，破损严重 国家博物馆的走廊，完全昏暗，有大量的立柱
置物 基本无置物，有少数散落的垃圾以及石块 大量的书籍散落在地板上，到处都是废纸 战壕与掩体占据了整个过道，到处散落着尸体
总结 让玩家感受到这是一个长时间闲置的设施 让玩家感受到混乱与文明的消亡 让玩家感受到野蛮与战乱
As mentioned above, the source of lights and objects influence players′ integral feelings in the scene, so to remind the background style of games, the following three examples are all prominent places in radiation3.
The sources of lights and object
Picture numbers 1 2 3
Corridors Jefferson Memorial Hall National Library National Museum
Introductions The deserted Jefferson Memorial Hall was long, dark and very depressed. The halls and corridors of the National Library were severely damaged. The corridor of the National Museum is dim and there are a large number of columns.
Source of light There are two places of light.
The first one is at the end of the corridor.
The second one is between walls and ceilings.
The overall source of light is dim. There are two places of light.
The bright and dark drop light on the ceiling.
Light on the crack of the door.
The overall source of light is weak. Only one place of light.
Light dim lamp on the corner of the corridor, and the overall sense is dark.
Objects With almost no objects, there are a few scattered garbage and stones. A large number of books scattered on the floor, and waste paper is everywhere. Trenches and bunkers occupy the entire floor, and corps are littered everywhere.
Conclusions Let players feel that this is a facility remains idle for a long time. Let players feel the disappearance of chaos and civilization. Let players feel savage and wars.
房间使用人 士兵 科学家 个人房间
置物 仅仅只有两张床铺，以及一台老旧的电脑与台灯，房间非常破旧但是十分整洁 有着大量的仪器以及两张欧式风格画框的油画挂在墙上，我们可以看到有大量的药品放在桌上 有着大量的，现代设计风格的家具，整体房间布局非常紧凑，但是可以看到有许多战前的书籍与饰物在房间内
光感 整体光感为暖光，整体色调偏黄色微冷 整体光感为冷光，整体色调偏冷 整体光感为暖光，整体色调偏暖
影响 体现出军队的简单，无个人饰品也说明，战乱频发，士兵经常离开，牺牲。 体现出科学家内心的空虚，研究的时间非常长，但需要靠大量的药物来维持脆弱的精神 表现出整个游戏背景下，个人生活的不易-居住的地方非常狭小。人们怀念战前的时光，狭小紧凑的空间与暖光使得整个房间相较于外部的阴冷更显温馨
As mentioned above, a room is a place of privacy, the manifestation of a room′s s people′s mental conditions under the background of the game, therefore, the objects in the rooms are the core of the room scene. To the designers of games, when designing a game with a large number of rel objects as the background, they need to take players′ feelings into account, as well as influence to the plot. In other words, when designing an object, they cannot do it as an object of fantasy which is based on nothing, but they need to take the feasibility of it under the background of the game into account, as well as the relationship with the things with which the game framework has something to do with; only in this way can we leave players with a deep impression.
Owners of rooms Soldiers Scientists Personal rooms
Objects There only two beds, an old computer and desk lamps. The room is very shabby but very tidy. There are a number of instruments and two European style frame oil paintings hanging on the wall. We can see that there are a large number of drugs placed on the table. There are many furniture of modern design style. The whole room layout is very compact, but in the room there are a lot of books and decorations before the war.
Sense of light The overall feeling is warm light, and the whole tonal is slant yellow and slightly cold. The overall feeling is cold light, and the whole tonal is slant cold. The overall feeling is warm light, and the whole tonal is slant warm.
Influences Showing the simpleness of armies; the phenomenon of having no personal accessories shows that there are frequent wars, soldiers often leave and sacrifice. Reflect the emptiness inside scientists, although the time spent on research is very long, but that requires a large number of drugs to maintain the fragile spirit. Reflect under the overall background of the games, personal life is not easy: the living place is very small. People miss the time before the war, and small and compact space made the room warmer than the outside coldness.
In the scene with a staircase, these facilities are mostly technology ones and military ones. Such facilities in the designs of radiation 3 have super long circular staircases. Showing great facilities in the inside scene, in this way we can let players observe the inner structures of enormous buildings completely, and there is a strong impact on the vision. In this way, the science and technology scene of radiation 3 can perform the complex and huge inner scene. It reflects the level of science and technology and military strength in the background of radiation 3, and the comparison with the present environment.
场景名称 研究所 地下军事设施 废弃的发射井
楼梯长度 楼梯长度较短，整个场景较为空旷 楼梯长度较短，整个场景非常拥挤 楼体长度非常长，整个场景较为空旷
复杂程度 楼梯数量较少，以中心环绕，主要衬托建筑中的科技设施 楼梯数量非常多，杂乱的占据整个楼梯大厅，通向不同的出口 楼梯数量较少，以中心环绕，衬托出建筑中的核导弹
直观感受 整个场景科技感十足，用楼梯间通过玩家在楼梯间环形的移动，向玩家展示复杂的科技设施，具有很强的视觉。 整个场景十分复杂，通过楼梯的复杂程度，表现出整个军事设施的复杂，每一层的楼梯都延伸向。 整个场景色调灰暗，非常压抑，用楼梯间通过玩家的移动，表现出整个发射井的空旷冰冷。
Scene names Research Institute Underground Military Facilities Abandoned silo
Stair length The stair length is short, and the overall scene is empty. The stair length is short, the overall scene is very crowded. The stair length is very long, and the overall scene is empty.
complexity The number of stairs is small, and are centered around, mainly to foil the science and technology facilities in buildings. The number of stairs is large,messily occupy the whole stair hall, leading to different exports. The number of stairs is small, and are centered around, foiling the nuclear missilein the buildings.
Intuitive feelings In the whole scene, technology feels dye-in-the-wood. By the circular movements of players in the stairwells, the showcase of complex science facilities is made possible, and it has a strong impact on vision. The overall scene is very complicated. By the complexity of stairs,the complexity of the military facilities is manifested, and each stair stretches to different rooms. The overall scene′s tonal is gray and very depressed. Through the movements of players in stairs, the emptiness and coldness of the silo are shown.
V scenario research summary
Got results by research and examples in the above passage
In terms of the impact on the overall background of the game and the external scene, the concept designs of 3D inner scene has similar effects. But the impacts to the games are different.
场景 内部场景 外部场景
总结 通过细节来表现内部场景的风格以及在内部场景中发生的事件对于游戏整体故事背景架影响。是类似实例的作用 通过大量的外部场景设计烘托大场面，强调背景故事的感觉，大多数为象征意义，是类似总结的作用
差异 描述较为细致，强调小范围，个人，单个事物的情感表现 描述比较宏观，强调大场景，整体场景，游戏整体的情感表现
相似处 通过场景内部的小细节表现游戏背景下的故事 通过巨大的场景表现游戏背景下发生的故事
Scenes Internal Scene External Scene
总结 Showing the style of the internal scene by means of details and the impacts on the background of he story of internal scene. This is similar to the role of the instance. Showing the big scenario by a large number of external scene designs, emphasizing on the feelings of the background stories, most of which are symbolic meanings. This is similar to the role of the conclusion.
Differences The description is detailed, emphasizing on a small scale, the emotional performance of single things and people. The description is macro, emphasizing on big scenes, the overall scene, and the emotional performance of games as a whole.
Similarities Through details inside the scene, show stories under the background of games. Through enormous scenes, show stories happening under the background of games.
In radiation 3, the impacts of scene concept designs to the background of the overall game is profound. Similar to the conclusion of the story background in radiation 3, the external scene reflects that the direction of the big is more intuitive. In the short term, this can give ordinary players a strong performance of concept of the story background.
While the role of the internal scene is more important to core players. Through details, players can understand the game concept, humanistic thought, story background, thus making the game as a whole fuller. In radiation 3, the evaluation in all aspects is very good, and this is inseparable with the scene design in radiation 3. The method of influencing the plot through scene performance is very unique.