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游戏设计需把握好故事的呈现力度

发布时间:2011-12-29 09:08:02 Tags:,

作者:Mark

我喜欢RPG游戏,特别喜欢那些专注于战斗视觉效果的游戏。所以,《地牢围攻》正适合我。我之所以喜欢此类游戏,是因为它们并没有强行要求我们体验故事。

我喜欢可以独自控制游戏中各种内容的感觉。《地牢围攻》本质上是带有宽松RPG管理方式的街机游戏,这也是该游戏成功的原因。

地牢围攻(from spacemonsters)

地牢围攻(from spacemonsters)

游戏向你提供少量的故事,然后让你将精力投入到动作中。游戏的特点是,你需要战斗来通过每个阶段,在休息时(游戏邦注:比如游戏中的城镇和村庄)整理思绪和加强自身。

该游戏并非毫无瑕疵,但对追求动作的玩家而言确实是种享受。

我喜欢跳出游戏世界直接触及动作成分,对玩家来说,可以创造自己的冒险故事无疑是最好的体验。

我时常会发现某些游戏的内容过于细节化和丰富,使我几乎没有空间添加自己的内容。我想要的是只有大体框架的背景故事,内容由玩家自行填充。

我完全没有贬低游戏故事编造者的意图,只是他们卓越的技能让我失去了发挥自己想象力的空间。

《地牢围攻》之类的游戏使我能够以武器对砍的方式探索游戏、保存进程和重复体验。我对《地牢围攻2》相对较不满意,直接传送到某个新地点远不如发现自己在上部作品环境中的感觉。

Quake(from spacemonsters)

Quake(from spacemonsters)

我想要与游戏之间产生个人联系。而这正是众多多人游戏所缺失的,多人游戏很少能让我产生兴趣,包括《雷神之锤》和《魔兽世界》。

在《魔兽世界》中,我将独自作战和做各种任务视为自己的任务。我定下的目标时,退出游戏时尽量找个“安全”和视觉效果相当漂亮的地方,这样当我重返游戏时会觉得那里曾经是我的家。这便是我从这些游戏中体验乐趣的方式。

回顾8位机时代,我最喜欢的游戏是《Mercenary》。

Mercenary(from spacemonsters)

Mercenary(from spacemonsters)

线框图式的视觉效果和细节化较少的故事勾勒出供我游览的完美世界。游戏中有足够空间供我发挥自己的想象力。

在Targ废墟中漫步,走进大量的飞机库和建筑,恐惧感油然而生。以今日的标准来看,这种体验似乎算不上什么,但是在当时那个年代里,以一人之力做出这种游戏确实令人惊叹。

《毁灭战士》和《雷神之锤》有着图像丰富的游戏世界。

《毁灭战士》的故事很不起眼,很多玩家都会忽视,不过确实有着令人感到不可思议的多人层面。但是对我来说,它只是有着丰富的单人体验而已,故事背景与我的想象完全不同。《雷神之锤》的情况与之相同,事实上可以算是有过之而无不及。

这些游戏的共同特点是,它们催促玩家去玩游戏,没有丝毫的停顿来告诉你更深层次的故事。

对我来说,如此设计的游戏其失败风险很高,当然这也只是我个人对游戏的需求和感觉。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

Tell me a story but not too much…

Mark

I love my RPG games. I particularly love those games that focus on combat in a very visually satisfying way. A game that ticked all the boxes for me was Dungeon Siege. I’ve blogged about this briefly before.

What I love about such games is that they don’t ram the story down your throat.

I very much enjoy being left to my own devices to manage a game. Dungeon Siege is essentially an arcade game with loose RPG management thrown in. And it’s this that makes it a winner.

You are fed a small amount of story and then hurled in to the action. Such is the nature of the game you are left to fight your way through each stage and then gather your thoughts and strengthen your party in the “down” times. i.e. the towns and villages.

The game isn’t without its failings but generally it’s a real treat for someone with an over-active imagination.

My tendency to drift off in to my own dream world at the best of times means that the ability to dive straight in to the action and carve out my own imagined adventures is an incredibly good quality for a game.

Often I find that the story is so detailed, so rich and so rammed down your throat that I have little or no room left to add my own spin on it. I enjoy that bit. I enjoy taking the outline for a story, a backstory or a general theme and working on it in my own mind.

Not wishing to decry the efforts of the story teller at all. On the contrary, such is their skill I have no room to flex my imagination.

What games like Dungeon Siege allow me to do is quest in a very satisfying hack and slash style, save progress and then pick up from where I left off instantly. Where, for me, Dungeon Siege 2 fell down in that regard was in its use of the hub. Teleporting to a spot is not nearly as satisfying as just loading a game up and finding yourself in that same woodland clearing or rocky outcrop from your last episode. For me it allows me to “pretend”.

This seemingly immature approach to gaming maintains my interest in games in general. I like to form something of a personal bond to a game. A bond that is lost somewhat in multiplayer arenas. Multiplayer games have rarely floated my boat. Not even Quake. Not even World of Warcraft.

In WoW I made it my mission to fight alone and do all missions as best I could alone. I made it a goal to finish up in as “safe” and visually beautiful place as possible such that when I re-entered the world the next day or week I would feel as though it had been my home for a little while. Sad but true. Such is the bond that I enjoyed forming with these games.

I’ve always been like this. It’s really nothing new.

Back in the 8-bit days one of my favourite games was Mercenary.

With its wireframe visuals and paper thin story it was a perfect world for me to visit. There was enough there to feed my imagination and send it in to overdrive.

Wandering the wastes of Targ and entering numerous hangars and buildings was a great thrill. By todays standards it’s a pretty awful experience but back when games were small and generally the efforts of a one man team this kind of game was enormous.

I loved Mercenary.

More recently the graphically rich worlds of Doom and Quake allowed me to “pretend” in more detail.

Doom’s story was so light you pretty much didn’t care for it at all. For most it was a blastathon with an incredible multi-player aspect. For me it was an intensly rich single player experience set against the backdrop of a story that I had imagined.

Same goes for Quake. In fact more so with Quake since it had the hint of a Lovecraftian setting and all manner of hell wandering its corridors.

What all these games have in common is their urgency to have the player playing the game. There is little or no stop-start to tell you the story in tremendous detail.

For me games that do this risk a serious amount of failure. If rich stories in games is your thing then you’ll disagree. But this is intended to be a personal reflection of what I get from games. (Source: HTML5 Game Design and Development)


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