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总结《愤怒的小鸟》等成功手机游戏的设计要素

发布时间:2011-04-18 12:10:31 Tags:,,,

开发热门手机游戏究竟有没有什么诀窍呢?针对这些问题,部分手机游戏开发者及业内专家提供了一些参考意见以供各位借鉴,以下是游戏邦编译的相关内容:

在开发手机游戏时,你们最重视的因素是什么?

Lima Sky工作室的Igor Pusenjak(游戏邦注:手机游戏《涂鸦跳跃》开发者):对我们来说,最重要的两个因素就是游戏机制的设计,只有设计简单、好玩、富有吸引力,适合运行于特定手机平台,具有重复可玩性的游戏才能获得竞争力。我们最近推出的《涂鸦跳跃》更新版本,支持玩家之间通过Wi-fi即时彼此挑战,除此之外,我们还在创建iPad和OSX版本的《涂鸦跳跃》,以及iPhone/iPod Touch版本的更新内容。

Doodle Jump

Doodle Jump

开发出色的手机游戏,有没有什么特定的规律可循?

Jesper Juul(游戏邦注:《The Casual Revolution: Reinventing Video Games and Their Players》一书的作者):目前的顶级手机游戏反映了出一种趋势,即开发高度融入人们日常生活的简单游戏。

就拿《愤怒的小鸟》这款游戏为例,它具有以下特点:

·游戏时间短:你只需要30秒就可以获得一定的游戏体验,而《荒野大镖客》等传统游戏却需要耗费30分钟的时间完成多项任务。

·惩罚力度较小(玩家失败后重新开始即可):你可以在任何地点开始体验游戏(例如地铁、公共汽车、超市等),无需计较被中途打断的情况;而如果是玩《星际争霸2》这种需要投入大量精力的游戏,一旦游戏进程被中止,就得在单人模式下重新开始冗长的任务。

·点击次数少:玩家多数时间是在观察小鸟飞向绿猪的过程,而不是长时间把持着一个按钮。这种设计也有利于玩家随时随地体验游戏,不需要像许多掌机游戏那样长期绷着神经,紧紧握着控制器。

·设置一些不可预测因素:没有人可以预测小鸟是否会准确着陆,它出击后会产生什么结果,这就为玩家创造了不断尝试的机会,即使玩家的技巧实在很逊也无所谓。而传统掌机游戏却往往需要玩家掌握高超的技巧,才能顺利过关。

早期的手机游戏除非具有品牌连襟的优势(例如它是电影授权游戏)才有望获得成功,而现在的手机游戏却主要通过挖掘玩家的好奇心,以一些稀奇古怪的创意出击市场(例如让小鸟袭击绿猪、忍者切水果等)。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

‘Doodle Jump’ and ‘Angry Birds’: a mobile video game epilogue

A screenshot of the mobile video game ‘Doodle Jump’ for the Apple iPhone and iPod Touch

In the wake of our April 12 story on Angry Birds and what makes a good mobile game, we got some responses that didn’t hit our inbox in time for publication.

Here’s a sampling — and a link to the previous story:

What factors were you particularly focused on in creating the game?

Igor Pusenjak of Lima Sky (developers of Doodle Jump): The two most important factors for us when designing a game are game mechanics, which need to be simple, fun, engaging and appropriate for the device, and replayability which is usually achieved by making the game very competitive.

We have recently released a major update to Doodle Jump which allows player to race one-another in real-time over wi-fi. We are also working on the iPad and OSX versions of Doodle Jump as well as additional updates and new content for the iPhone/iPod touch version.

Are there certain factors that make up a good mobile game?

Jesper Juul, author of The Casual Revolution: Reinventing Video Games and Their Players: The current top mobile games are really the peak of a long trend toward making games that are easier and easier to fit into our daily lives.

Consider a game like Angry Birds:

-Short play sessions: You only need 30 seconds to progress in the game. Compare this to the 30 minutes required to complete many missions in Red Dead Redemption, for example.

-Minimal punishment for failure (just retry the level), means you can play somewhere where you are likely to be interrupted (the subway, DMV, the supermarket). Compare this to the emotional cost of losing a match in StarCraft 2, or the time you need to retry a long mission in a single-player game.

-Few “clicks”, since you spend much of your time watching the bird fly toward the pigs, rather than having to hold a button for a long time. This again makes it easier to play the game somewhere where you cannot focus completely on playing. Compare this to the intense and prolonged controller-hugging required by many console games.

-A good dose of unpredictability: no one can really predict exactly where the bird they are launching is going to land or what will happen as a result, hence there is a chance that you will progress (or at least experience something interesting) even if you are terrible at the game. Compare this to many traditional console games that really do require you to perfect your skills in order to progress.

In terms of setting or story, the conventional wisdom for early cell phone games was you could only succeed with a game based on a well-known brand (such as a film license). With current mobile games, success seems to rather come from outlandish or absurd premises that pique our curiosity (Birds angry at pigs! A Ninja cutting up fruit!)

Having said all that, there isn’t such a thing as an eternally perfect mobile game. The current top mobile games are perfect for April 2011, but they are subject to fads, crazes, and changing tastes like pop music is: in a few years or even months, our collective tastes will have moved on to something new.(source:usatoday


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