游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

4名传统开发者谈对Zynga游戏的看法

发布时间:2011-06-17 10:46:51 Tags:,,

游戏邦注:本文作者是David Kushner,原文发表于2010年9月27日。

《Farmville》这个可怕的“巨人”正称霸游戏世界。每天都有数以百万的玩家登陆Facebook进入《Farmville》这个虚拟世界挤牛奶,赠送魔法蛋给好友,用现金购买限量版的唐莴苣种子等。Zynga,作为《Cafè World》和《Mafia Wars》的开发商,已利用这款游戏已经成功吸引了7千5百万的铁杆玩家。但是一些传统游戏的开发者却认为,Zynga的崛起将会是游戏开发领域的“末日”。对此我们请教了几位怀疑论者,听听他们是如何看待这一问题,而你也可以自行判断他们的观点是否合理。

farmville(from news.change.org)

farmville(from news.change.org)

Chris Hecker(《Spore》和《SpyParty》开发者)

当你在玩游戏《反恐精英》或者只是投掷飞碟时,你只是单纯地在享受着游戏乐趣。但是在Zynga的游戏中,你却必须想尽办法获得更多东西。你会因为那些游戏而深深着迷,甚至越陷越深。这点对于我来说真的非常可怕。

Daniel James(《Bang! Howdy》和《Yohoho! Puzzle Pirates》开发者)

第一次接触Facebook游戏的玩家都会觉得,这些游戏只是让玩家频繁点击,观望游戏积分不断爬升,并向好友宣传游戏。而当这些玩家厌烦了游戏后,这个市场也就会瞬间破裂。

Charles Randall(《Assassin’s Creed》和《Neverwinter Nights》开发者)

Zynga游戏打破了传统游戏的基本设计理念,更加侧重于向玩家收取费用。但是如果开发者成天想着如何从游戏身上盈利而非关注于游戏的叙事手法和游戏设置,那么他们便会逐渐失去原有的创造性。

Jesse Schell(《Toontown Online》开发者)

他们总是能够抓住最好的时机从玩家那里谋取利益,并且能够为玩家提供最好的游戏体验。但是,目前看来这些发展较快的游戏多属于低预算游戏,这就意味着整个游戏市场中将充斥着越来越多游戏项目,但却甚少会出现大规模的项目。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

Games: Why Zynga’s Success Makes Game Designers Gloomy

By David Kushner

A specter is haunting gaming… the specter of FarmVille. Every day, tens of millions of Facebook users surf over to the lo-res virtual world to milk cows, send magic eggs to their friends, and shell out real money for limited-edition Swiss chard seeds. The game, which has 75 million regular players, is made by developer Zynga, which also makes Cafè World and Mafia Wars. Zynga just scored a $100 million to $200 million investment from Google. But some traditional game developers think the rise of Zynga is a sign of the end of days—at least in terms of game-making. We asked some skeptics to explain their concerns; you decide for yourself whether this is the game-pocolypse.

Chris Hecker (Spore, SpyParty)

When you’re playing Counter-Strike or even just throwing a Frisbee, the thing you’re doing is fun in itself. In Zynga games, you’re just trying to get more stuff. You’re caught up in this junkie behavior, and you have to keep upping the dose. That has me terrified.

Daniel James (Bang! Howdy, Yohoho! Puzzle Pirates)

People whose first encounter with computer games is on Facebook may conclude that all games are just about clicking and watching a number go up and being told to spam their friends. The market could fall very quickly when people get fed up with that.

Charles Randall (Assassin’s Creed, Neverwinter Nights)

They break basic game design to get players to pay money. I fear a situation where developers don’t get creative freedom, because they have to figure out how to monetize the game rather than focus on narrative or gameplay.

Jesse Schell (Toontown Online)

They figure out the psychological moment when someone wants to pay and then design the best experiences around that. Also, it’s a scary time when the growth area is low-budget games. It means more projects, but they’re smaller projects.(source:wired


上一篇:

下一篇: