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休闲游戏未来应更多关注玩家感受而不是平台

发布时间:2011-05-03 15:52:07 Tags:,,

Juan Gril带领Joju Games创作团队,为Atari、Mochi Media、Shockwave和MTV Networks制作网络、社交和多人游戏。有着12年网络游戏开发经验的Juan Gril对未来休闲游戏的关注点发表看法,以下是游戏邦编译的相关内容:

游戏开发者都是技术人员。当我们开发游戏时,首先考虑的是游戏运行的平台。对于我们来说,这是游戏设计中最重要的环节。在此我想说的是,任何休闲游戏要想在今日获得成功,就需要设计成可在多平台运行。

当你对任意休闲玩家说他们朋友正热衷的游戏只能在PC上玩,而不能选择iPad,他们会为此大感困惑。如果他们能在电视、电脑甚至iPad上观看流媒体电影,为什么不能在办公室的PC上在线玩《愤怒的小鸟》呢?

愤怒的小鸟

各游戏平台构成整个行业,控制器游戏、手机游戏、社交游戏和PC下载游戏开发者等汇集于此,甚至连我们前往参加的会议都以这种分类来组织。我们对游戏运行的平台(游戏邦注:其中包括游戏的技术问题和运营模式。)过于关注,而没有在玩家方面投入足够的精力。

直至数年前,上述方法还很有作用。制作PC游戏所需的开发框架与手机游戏不同,手机的解决方案也与PC存在差异。但是,就花费的时间和成本而言,游戏平台间的异化已日渐模糊。目前许多智能手机上《植物大战僵尸》的分辨率甚至比PC版本(游戏邦注:该游戏在PC上的分辨率为800×600。)还高,Unity之类的开发框架也使得制作跨平台游戏变得更为简单。免费和先试后买(游戏邦注:实际上这属于一次性交易,是免费游戏的另一种形式。)风靡整个游戏业,纵贯所有平台。这种运营模式的稳定性让开发者关注游戏内容,而不是研究如何有效让他们的游戏盈利。

作为平台和运营模式标准化的结果,游戏开发者可以花更多时间围绕目标玩家设计游戏,关注不同玩家间的感受。女性和男性以及成人和儿童玩的游戏都存在差异。我们可以深化行业以满足不同游戏玩家的诉求,制作可以取悦玩家的游戏,无论使用何种平台或设备。

我不认为大多数情况下我们设计产品是为了讨众人喜欢。我们在技术和运营问题上花了那么多时间,几乎未曾考虑如何做出更好的内容。如果电影和电视不尝试制作满足众人诉求的内容,那些价值数十亿美元的作品可能不会出现。关注玩家,而不是平台,这必然是休闲游戏的下个趋势。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Stop thinking about platforms and start focusing on the people

Game developers are technologists. When we produce a game, we think first of the platform the game should run on, as we feel it’s the most important aspect when designing a game. I’m going to argue the contrary: for any casual game to be successful today, it needs to be designed to work on multiple platforms.

When you tell any casual gamer that the game their friends are talking about can be played on their office PC, but not on their iPad, they’ll just simply ask “why?” If they can watch streaming movies on their TVs, computers, and even iPads, why can’t they play Angry Birds online on their work PC’s?

We organize our industry by platforms. Here we have the console developer, the mobile developer, the social developer, the PC downloadable game developer, etc. Even the conferences we go to are organized that way. We focus too much time talking about what platform the game should be running on (its technical issues and its business models), but don’t invest enough effort talking about the people who play our games.

Up until a few years ago, this made perfect sense. Making a game for the PC used to require a different development framework than for a phone. And phones had different resolutions than PCs. But, it’s becoming increasingly irrelevant what platform your game is developed for in terms of time and costs. Many of today’s smartphones have a higher resolution than the PC version of Plant vs Zombies (800×600). Even development frameworks such as Unity are making it easier to create a cross platform game. Free2Play and Try-and-Buy (which, in fact, is a one time transaction, hence a variation of Free2Play) are taking over the entire industry across all platforms. This business model stability will allow content creators to focus on the content, rather than having to re-learn how to effectively monetize their game.

As a result of the standardization of platforms and business models, game developers can spend more time thinking about designing games around the people who play our games and how their tastes may differ from each other. Girls play games differently than boys, and adults play differently than their children. We can advance industry that appealing to the different groups that play games and creating games that all can enjoy together, no matter the platform or device.

I don’t think it’s a coincidence that most of the time we are developing products which are trying to cater everyone. We spend so much time on technical and business issues that we leave little to make better content. But if movies and television have always tried to create content that appealed to everyone a lot of multi-billion dollar franchises would have never existed. Focus on people, not platforms. That should be the next wave of casual games. (Source: Gamezebo)


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