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好游戏的娱乐性是怎样炼成的?

发布时间:2011-09-19 15:32:19 Tags:,,,

作者:Roland Jacob Bleaklove

在我上一篇文章《分享优质游戏内容的8大必备特性》中,我将“娱乐性”(趣味性)列为第一项要素,但与其他特性一样,娱乐性是一个广泛的概念,所以我觉得有必要进一步诠释其内涵。

游戏娱乐性是如何炼成的?

RPG(from gamertell.com)

RPG(from gamertell.com)

这是一个大问题,答案五花八门,不一而足,但我们可以以RPG游戏为例展开探讨:

1.RPG是因玩家(包括游戏管理员GM)之间的冲突而产生娱乐性,其表现包括:

·这可以是玩家角色与NPC之间的剧烈冲突;

·玩家为求生或繁荣发展,而需针对冲突制定重要战略或决策;

·无论玩家制作哪种决策,都会被迫面临一种进退两难的道德困境。

2.当RPG中的“故事情节”呈现不明显的线性形式时,游戏就会凸显其娱乐性。

·好玩家会让GM较为轻松,尤其是当游戏开始之时,他们会自觉走到故事发生地点,推动游戏进程的发展,但假如整个游戏的玩家都需要在他人的指示下做决定(游戏邦注:例如按GM要求直接从一个故事地点跳到下一处,玩家的输入操作毫无作用),那么这对玩家来说就是一款沉闷无聊的游戏。在这种情况下,GM的作用相当于在概述一部小说而非RPG的框架。

3.当游戏角色具有一定深度时,RPG就会体现其娱乐性。

·如果角色只会机械地执行玩家的意志就会显得很无趣,在这种情形下,角色的过去历史、动作行为都毫无意义可言,它们很可能会破坏整个游戏风格或基调。当然,操纵这些角色的玩家可能会乐在其中,但整个玩家群体可能就未必如此了(除非他们的角色也同样肤浅)。

注意:第1点是以GM或游戏设计师的观点进行说明,第2点是从GM角度出发,第3点则适用于玩家的立场。

游戏邦注:原文发表于2008年9月3日,所述事件以当时为背景。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

What Makes A Game Entertaining?

by Roland Jacob Bleaklove

Yesterday in my 8 Qualities a Game Should Have, I listed the first quality as ‘entertaining’.
I don’t regret putting this on the list, but like some of the other qualities, this is such a general concept, it needs more exploration.

So, what makes a game entertaining?

This is a big question. One that’s going to have lots of answers, but here’s a preliminary exploration:

An rpg is entertaining when it engages players (GM included) in conflict.

• This can be dramatic conflict where story characters act against player characters or vice versa or

• Physical conflict in which players must make important tactical decisions to both survive and thrive or

• In an ethical dilemma where players’ characters are forced to engage the world in a way where no matter what their decision will matter.

An rpg is entertaining when “the plot” is not obviously linear.

• Good players will give the GM a break and go to a plot location, especially as the game begins, to help progress the story forward, but if the entire game the players are asked not to make real decisions but to simply jump from one plot point to the next and their input does not matter, then this is dull for the players. In such cases, the GM has something more like a novel outline, and not an rpg.

An rpg is entertaining when the characters have depth.

• A character who merely acts as the vessel for a player’s whims is uninteresting. Their past does not matter, their actions are not meaningful, and characters like this are all the more likely to break the mood or genre of the game. The player of this character in such cases might be entertained, but it is less likely the whole group will be (unless all their characters are this shallow).

The first statement could be seen as from a GM or game designer standpoint, the second from a GM standpoint, and the third from a player standpoint. There are obviously more answers to what makes a game entertaining, so feel free to share your thoughts.(source:philosophyofgames


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