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格雷姆· 迪瓦恩称好游戏应具有引人入胜的故事情节

发布时间:2011-04-18 15:24:54 Tags:,,

传统游戏元老格雷姆· 迪瓦恩(游戏邦注:Graeme Devine,其代表作包括《The 7th Guest》和《光环战争》)在最近的UCSC未来游戏开发研讨会上发言称,他认为好游戏应该能够讲述精彩的故事。

Graeme Devine

Graeme Devine

他表示自己非常投入游戏开发过程,以便更好地讲述故事情节。他称自己会在14或15岁左右开发《Firebird》,就是因为当时“想成为一名电影导演”。

在他看来,自己在90年代开发的《The 7th Guest》是他所讲述的最好的故事,可以让玩家真正融入游戏情节,该游戏的继集《The 11th Hour》虽然也不错,但其故事情节与整个游戏有点脱节。

而随后的一款冒险题材游戏《Clandestiny》则添加了太多累赘的内容,几乎没有给玩家留下什么自由想象的空间。他还坦言自己的另一款游戏《光环战争》“可能是自己最具电影戏剧性的游戏,但却缺乏故事的交互性……我为游戏写了8000多句关于战争的对话,但却对故事情节没多大作用,最后我觉得自己就像是在制作一部电影,这些角色之间互有对话,但却并没有跟我交流。”

但即使“我们尽了最大努力”,《质量效应2》这类游戏中的“交互性故事很棒,但我还是觉得自己并非其中的主角。”

在他看来,制作游戏不可回避这几个问题,“这款游戏哪些地方让我产生融入其中的感觉?应该如何实现这一点?怎样才能让玩家沉浸其中,并由衷地感到‘哦,天哪,这不就是我吗,我得采取行动。’”

他的原则就是一旦自己犹豫不决的时候,就去回想《星球大战》中Leia的那句经典台词,“救救我,Obi-Wan Kenobi,你是我唯一的希望”,它让观众产生一种紧迫感,游戏的故事情节也同此理,“你得让玩家也产生身临其境之感。”

迪瓦恩目前正开发一款名为《Super Unicorn Puzzler》的iPad游戏,他承认这是一款“糟糕的游戏”,但经过短暂的接触后,游戏中的谜题就会被一名NASA科学家所取代,她会呼唤玩家将她解救出来。

一旦玩家采取行动,特工人员就会被派遣到iPad玩家的GPS位置,“你在实际生活中就得拿着iPad根据系统提示,执行相关操作,否则游戏就会结束”。该游戏要求玩家走向户外,走到一家苹果商店访问那里的无线网络,并按照提示完成更多任务。

他表示,“这款游戏的主旨就是让玩家历险”,同时进一步实现他的个人创作理想——让玩家成为真正的主角。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Future of Games: Graeme Devine On Drawing The Player Into A Story

As part of UCSC’s Inventing the Future of Games symposium today, veteran developer Graeme Devine (The 7th Guest, Halo Wars) discussed how he tries to draw the player into a game as the lead character.

“I only really got into games so that I could tell stories,” said Devine. His game Firebird, which he developed while around 14 or 15 years old, was created because he “wanted to be that film director.”

Devine calls his ’90s smash The 7th Guest “kind of like the best story game I told. I thought that game really involved the player in the story.” Its sequel The 11th Hour was also good in his estimation, but “we really started to have a disconnect between wanting to tell a great story and having a game… there was something wrong there.”

In the later game, and his adventure Clandestiny, there was “too much to put on to the player,” Devine said. “There is no blank slate.”

Devine expressed some dissatisfaction with his work on Halo Wars which he called “possibly the most cinematic game I made,” but lacking in story interaction.

“I wanted to pull back to making characters. I wrote 8,000 lines of dialogue for the battle dialogue, but it didn’t really add to any sense of story,” he said. “In the end I felt I might as well have just made a movie.” The characters “aren’t talking to me, they’re talking to each other.”

Even “the best we do”, in games such as Mass Effect 2, “in terms of interactive story is incredible, but… I’m still not playing me.”

In his work, Devine said he wants to answer these questions: “What does it mean to put me into a game? How do I do that? How do I actually insert the player into the game so he or she feels that ‘Oh, my God, it’s just me, I have to do this!’”

His rule is this: “When in doubt, you always go back to Star Wars.” In the first film, Princess Leia’s famous line, “Help me, Obi-Wan Kenobi, you’re my only hope” creates tension for the audience, Devine said. Used in the context of the game, “you’re inviting the player in.”

Currently Devine is developing an iPad game called Super Unicorn Puzzler to answer this question. He admits this “is a terrible game,” at its core, but after a brief play session, the crappy puzzler is replaced with a NASA scientist on the moon, who asks you to help her, he explained.

As soon as you do help, though, agents are dispatched to your iPad’s GPS location. “You have to physically take the iPad and move or the game is over,” Devine said. The game will force the player to go outside, to go to an Apple Store and access its wifi network, and more.

“The game is all about taking you on adventures,” he said, and brings him closer to his ideal: truly making the player the main character. (source:gamasutra


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