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卡内基梅隆大学实验开发“三合一”社交游戏

发布时间:2011-01-05 10:06:11 Tags:,

近来,据游戏邦了解,卡内基梅隆大学(CMU)的娱乐科技中心(ETU)的正在尝试将三款不同类别的游戏融合成一款独立的社交游戏。

卡内基梅隆大学(CMU)的娱乐科技中心(ETU)此次开展的这一实验项目称之为Asymmetrical Cooperative Gaming (ACG),其主旨在于将竞赛,智力和第一人称射击等游戏机制融合成一款社交竞技类游戏。

尽管实验过程中遭遇了一些困难,开发者们发现如诺想开发一款融合多种不同游戏机制的社交游戏,最重要的是要将游戏的主旨铭记于心。

对此,曾经开发Fusion的游戏设计师Stephen Dewhurst认为融合多种不同种类的游戏机制其实并不困难。

fusion

fusion

据游戏邦了解,以Fusion为例,玩家们可以在各种不同的“模式”中进行即时游戏——玩家可以选择Fusion的智力游戏进行竞赛,也可以选择赛车类游戏进行竞赛。这样一种经过严密考虑的游戏结构可以运用不同的“模式”考验玩家的各种技术。每一种游戏模式也都为玩家提供了清晰明了的游戏目标。Stephen Dewhurst表示,通过建构游戏结构促进游戏机制的融合也是游戏设计中的关键过程。另外,Stephen Dewhurst认为将喜好不同类别游戏的玩家融合在一起其实也并非不可能。实现这一可能的前提在于许多喜好不同的游戏玩家也有一起游戏的欲望,只不过没有找到良好的连接方式。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

An experiment at Carnegie Mellon’s Entertainment Technology Center took three disparate game genres and combined them into a single social game with surprising results, as outlined in a new Gamasutra feature.

CMU’s ETC launched a semester-long project called Asymmetrical Cooperative Gaming (ACG) that would combine racing, puzzle and first-person shooter genres into a single socially-competitive experience.

While there were snags in the process — and plenty of lessons to be learned — developers found that integration of genres in a socially-centered game can be done as long as certain key concepts are kept in mind.

“Merging the mechanics of multiple genres is not especially difficult,” said Stephen Dewhurst. He’s the designer behind Fusion, the the experimental genre-blending game.

In Fusion, gamers can play together at the same time, albeit in separate “modes” — some may choose to play matches using Fusion’s puzzle mechanics, some may choose driving and others may choose FPS.

“A well thought-out framework that translates player intent and skill between modes is an essential first step,” Dewhurst added. “This framework must provide a clear goal for the team of players independent of the specific modes.”

He continued, “Once developed, this framework makes the process of integrating the games no different from any other design process. Then the development of specific interactions and features can progress just like any other design.”

Dewhurst added, “Merging audiences is similarly possible. The premise we worked from was that these different people already want to play together; they just do not have an enjoyable way to do so.”

For the extensive write-up of CMU’s Fusion project, including more conclusions, lessons learned and tips on player cooperation, read the full Gamasutra feature, available now. (Source:Gamasutra)


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