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Zynga布莱恩·雷诺兹尝试开发更具深度的社交游戏

发布时间:2011-04-16 10:29:55 Tags:,,

Zynga首席设计师布莱恩·雷诺兹(Brian Reynolds)永不停息,如今他甚至开始在社交游戏添加更具深度的游戏机制,同时确保不增加游戏的复杂程度。雷诺兹实在是好样的,因为开发商实在很难保证游戏不会因此变得更复杂(游戏邦注:如《Kingdoms of Camelot》)。

日前在采访中,这位《FrontierVille》的设计师(游戏邦注:指的是雷诺兹)被问及是否希望社交游戏更具深度时,雷诺兹回答表示,“我们正在朝此方向学习迈进。我们将会攻克一切难关,开发具有深度的社交游戏。”

brian reynolds

brian reynolds

事实上,这是《文明》前设计师雷诺兹一直怀揣的梦想。《FrontierVille》的现有机制旨在直观告诉玩家如何体验游戏,玩家因此无需阅读说明指南或者众多的弹出窗口。虽然雷诺兹在此方面所取得的成就尚有待探讨,但他始终致力于朝开发更具深度Facebook游戏的方向迈进。

《FrontierVille》旨在通过细微琐事推动玩家之间的微妙互动。例如,《FrontierVille》拥有许多精小的系统,但玩家并不需要事前阅读说明手册。而更多是像这样,“这里有很多的东西,只要点击就可以了。不论点击什么,总会有些美好的事情发生!”(游戏邦注:最终玩家会发现,点击动物和植物会产生不同的结果,也许还可能注意到,“如果我把羊放在这个地方,那么牧草永远长不回来。”)

雷诺兹解释表示,《FrontierVille》获得了玩家的积极反馈,这正是他的设计宗旨,他尽量避免在游戏中添加过多诸如菜单、指南的复杂因素。虽然有些用户会认为《FarmVille》、《CityVille》 应该更通俗易懂,但它们至少符合雷诺兹的趣味标准。如果未来社交游戏领域的创新来自于雷诺兹和Zynga,那么定会引起轩然大波。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Zynga’s Brian Reynolds trying deeper, more clever social game design

Hey, you asked for it. Zynga’s chief game designer Brian Reynolds never rests, and even now he’s working to bring deeper game mechanics to social games without increasing their complexity, Gamasutra reports. Good call, Reynolds, because we’re not sure these games could become more complex, really. (Have any of you seen Kingdoms of Camelot?)

In an interview with the game industry news site, the FrontierVille creator was asked whether he expected to social games to become deeper. Reynolds replied, “I think we’ll continue to learn how to design games that way. We’ll be better and better at hiding the friction, but making there be depth.”

In fact, that’s what the former Civilization designer has been up to all along. The mechanics you see happening in FrontierVille today were intentionally designed to intuitively teach you how to play without reading a manual or 700 pop-ups. How close he got to that point is up for debate, but he presses on regardless in the name of deeper Facebook games.

So extremely simple parts that just happen to have very subtle interactions with each other — that was what we were trying to do with FrontierVille. For example, have a lot of little systems, but we don’t make the player have to read a book on how to play before they can start. It’s more like, ‘Oh look, there’s a whole world of stuff; just click on stuff. No matter what you click on, something good will happen!’ And then, eventually, you notice that animals work a little bit different from plants, and then maybe you notice, ‘Oh look, if I put a sheep here, then the grass doesn’t grow back.’

Reynolds continues to explain (check the full interview here) that positive reactions this garners from players, and that this feeling is one he wants to create in his games more regularly without introducing too many complexities like menus and guides. While some would argue that games like FarmVille and CityVille could use even less complexity, this is at least exciting for what Reynolds aspires to in social games. And if the next innovation in social games comes from Reynolds and Zynga, we know it will stir massive waves.(Source:Games


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