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解析动作RPG之道具与战利品设计问题(1)

发布时间:2012-02-17 16:50:07 Tags:,,,

作者:Josh Bycer

当我在玩《火炬之光1》时注意到游戏中一些设置不当的机制问题,所以我希望借此好好研究这些问题。

当提到动作RPG类型时,任何玩家应该都很熟悉游戏套路:打败敌人获得战利品并因此升级,然后继续重复。简单而言,这类型游戏就等于:战斗,战利品和升级。只要任何一方面设置不当,都将严重影响玩家的游戏体验。在本文中我们将先忽略“战斗”元素,因为任何人都清楚它的重要性。

torchlight-loot(from 360degreereviews.blogspot)

torchlight-loot(from 360degreereviews.blogspot)

战利品是游戏中一个很重要的环节,也是任何动作RPG吸引玩家的关键元素。关于战利品主要有两种设计类型:固定和随机性。固定的战利品意味着设计师明确编出了游戏中的每件道具,装备和武器。《恶魔之魂》和《黑暗灵魂》便是这种战利品设计的典例。

固定的战利品所具有的优势是,设计师了解游戏中的每个装备,能够更加自由地发挥自己的创造性。就像在《黑暗之魂》中,每种武器类型都具有自己独特的风格和功用。这种类型的战利品也让设计师能够更加轻松地设定玩家获得装备的速度,并且平衡玩家遭遇敌人的时间。

但是固定的战利品也具有两大弊端。首先是这些战利品中都被冠以一定的头衔,如“游戏中最厉害的剑”或者“最棒的盔甲”。这就意味着玩家不能够追求更厉害或更有帮助的道具,从而导致许多玩家退出游戏。就像在玩《恶魔之魂》时,我因为找不到更厉害的新装备而不愿意再继续玩这款游戏。

另一大弊端则与PvP模式有关,固定的战利品将让PvP变成是玩家间争夺最佳战利品的竞赛。就像我在《黑暗灵魂》PvP模式中发现,无论我多么巧妙地避开对方的攻击,任何拥有更高级武器的玩家都能够轻易地打败我,我不得不退出PvP模式直到后来获取更厉害的武器。

很多动作RPG设置了随机战利品以取代固定的道具。设计师为这些战利品的生成设定了相关模式。以《暗黑破坏神2》为例,游戏中的每个道具都拥有特定的属性或奖励,并伴随着一定的前缀/后缀,如“燃烧的”或“尖锐的”。这些用于定义奖励类型的形容词始终附着游戏道具,如此便可能出现更多不同种类的武器。这就意味着我的“冰火斧”可能与你的“冰火斧”并不相同。同时这些道具还会按照稀有程度进行划分。如此玩家便可以根据这些形容词更快速地判断哪些设备更强大并且能够带来更多奖励。《暗黑破坏神2》的战利品列表中拥有各种变量,能够生成更多不同战利品,因此属于最优秀的战利品设计类型。

显然,随机战利品的最大优势是重玩性。玩家永远不知道哪个箱子或者哪些敌人能给自己带来超级道具。新的道具将帮助玩家提升外观(游戏邦注:即更好的道具等于更耀眼的角色)并提高角色属性。就像在《暗黑破坏神2》中,玩家能够在更困难的关卡中找到更稀有的道具,从而鼓励他们进一步玩游戏。

而随机战利品的弊端,也是《火炬之光》所面临的问题,游戏不只是创造随机道具那么简单。为了让战利品激励玩家,游戏也需要让道具随着时间发展呈现威力上升的趋势。也就是玩家越深入游戏,他便能够找到越厉害的战利品。

《火炬之光》的战利品列表远没有《暗黑破坏神2》精细。例如当我在玩硬核模式时,我在整个游戏只能一直使用在前5个阶层中所获得的一件胸甲。尽管从理论上看来,让玩家在游戏中的任何地方都可能找到任何装备是个非常有趣的设置,但是却会引起两个问题:

首先,这么做会破坏游戏的进程。厉害的敌人有可能在一般道具周围出现,这就意味着如果该地区最厉害的盔甲只能够抵挡3点破坏力,那么就不该让敌人的每次攻击力超过30个破坏点。如果战利品列表不能够合理地平衡战利品与敌人的威力,这会将玩家引向或许能够破坏所有内容,或许难以求得生存这两种极端。除此之外,这也让设计师难以判断该在什么区域引入新敌人或者加强现有敌人的力量。

这也引出了第二个问题,即带有随机元素的游戏对玩家来说并不利。在《火炬之光》中,我的第一个角色并不幸运,只能勉强找到一些新的手枪和盔甲。所以在前面5个阶层我一直都是使用相同的手枪和盔甲。而当我进入一个新的领域时,我便没有足够的能力去杀死那些更厉害的敌人(甚至它们的每次攻击都几乎致我于死地)。

与《暗黑破坏神2》相比,《火炬之光》所面临的一个问题便在于战利品并不能随着游戏的进程而发展。如果我分别在《火炬之光》的第3个阶层和第5个阶层找到2个稀有道具,我会发现之前的道具甚至比后来的更强大。相反,在《暗黑破坏神2》中,玩家越往后发现的道具总是比之前的道具更强大。

深入探索《火炬之光》,我还发现了一个关于类别不足的问题。不算一般武器或白色武器,《火炬之光》拥有以下武器类别:绿色代表魔法,蓝色代表稀有,金色代表独特的,紫色代表组合装置(游戏邦注:即那些汇聚在一起的道具)。而问题就在于,较少的的武器类别将让玩家很难再找到更棒的道具。

如果你有幸能够在游戏早期获得金色装备,那么在较长时间内你便不会再去找其它替代道具(例如在第4阶层或者在第5阶层,甚至更高阶层)。同样的,如果你拥有蓝色或绿色道具,你将不断寻找更多这类道具,但是你却不知道它们是否比你所拥有的道具强大。因为找到蓝色道具的比例较低(只有找到并打败某些独特的怪物才能获得),如此便大大降低了绿色道具在游戏其他阶层所呈现出的价值。

《火炬之光》所面临的另一个问题便是——战利品的数量远远高于其质量,也就是在相同级别范围内,任何特殊的敌人或箱子带给玩家的可能是一些相同类型的装备,玩家在找到新道具时会发现自己已经有了这种东西。有时候玩家会发现一些比自己现有道具更强大的装备,但是有时候也会找到一些相同的道具,或者比之更没用的战利品。例如,我在第11级打败敌人后获得的战利品却远远不及我在第8级所获得的。如果游戏能够提升战利品的质量,那么这些问题也许就能够一一解决了。

而《暗黑破坏神2》则拥有以下类别(不包括标准或低质量道具):高质量,魔法,稀有,集合和独特。它比《火炬之光》拥有更多类别,这意味着玩家能够更容易找到道具。在《火炬之光》中,我几乎不可能找到一个独特道具去取代原来的稀有道具;但是在《暗黑破坏神2》,我却能够轻松地获取更厉害的道具以取代高质量的道具。并且游戏的战利品质量升级较快,这能够进一步推动玩家去追求更多强大的战利品。

将战利品作为一种激励机制的最大挑战在于,不可让玩家频繁更替道具,但同时又不可以让他们一直使用同个装备。

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

The Devil Is in the Details of Action RPGs – Part One: The Logistics of Loot

Josh Bycer

While the title may suggest otherwise, I am not in the Diablo 3 beta. As I’ve been counting the minutes for either Diablo 3 or Torchlight 2 to be released, I ran through Torchlight 1. Playing it, I noticed several things that didn’t seem right with the mechanics that I wanted to take a closer look at.

When it comes to the action RPG genre, any fan knows about the cycle: you fight enemies to get loot to help you level up and repeat. In other words, the magic phrase is: Fight, Loot, and Level. If any of those three are not represented correctly, it can bring the experience down. We’re going to ignore “Fight” for this post, as everyone should know what is good or bad about it.

Loot is the big one, and is one of the main draws of any action RPG. With loot, there are two schools of design: set or random. Set loot, means that the designers hard coded every item, piece of equipment and weapon in the entire game. Demon’s Souls and Dark Souls are currently the best examples of this practice.

The advantage of set design is that by knowing every piece of gear in the game, it gives the designers freedom to get creative. In Dark Souls, each weapon type is unique in its feel and utility. This also allowed the designers to easily set up a general pace of getting equipment and balancing it out with enemy encounters.

There are two disadvantages to set loot design. First is that it has a cap, there is such a thing as the “best sword in the game” or “best piece of armor”. Meaning, that eventually the drive for better loot disappears, which is one third of the pull of playing action RPGs. Playing Demon’s Souls; I lose a lot of the motivation to continue playing new game +s as there is no new equipment to find.

The other has to do with PvP; set loot largely turns PvP into a race to get the best loot before anyone else. When I played PvP in Dark Souls, no matter how great I was at avoiding damage, all it took was one hit from someone’s high level weapon to kill me instantly. This forced me out of PvP until I could grab better weapons which would take awhile.

Randomized loot design which is used in most action RPGs, is that instead of defining set pieces of gear in the game. The designers set up algorithms for loot generations. If you look at Diablo 2, every item that has unique stats or bonuses comes with a prefix/suffix or prefixes, such as “burning” or “spiked”. These adjectives defined what kinds of bonuses are attached to the gear and from there the weapon is given the amount of that type. That means that my “freezing, burning axe” could be different from your “freezing burning axe”. Items are also graded in terms of rarity. This allowed the player to quickly see what equipment is more powerful and affects the bonuses from the adjectives. Diablo 2′s loot table is still one of the best of the genre with all the variables that go into generating loot.

Obviously the big advantage of randomized loot is replay ability. You never know if that chest or enemy will drop some super piece of gear. New gear provides both a visual boost (better gear = shiner avatar) and of course the stat boost. With Diablo 2, the harder the difficulty level, the chance of finding rarer gear is increased further encouraging play.

The problems with random loot and where Torchlight fits into this post, is that there is more to it than just creating random gear. In order for loot to motivate people, there must be an ascending trend of power over time. Meaning the further the player gets, the better the loot they find.

In Torchlight the loot table is not as refined as Diablo 2 was. For example while playing on hardcore mode; I used a chest armor I found within the first 5 floors of the game, as my only piece of chest armor for the entire game. While the idea of being able to find any equipment anywhere in the game sounds good on paper, it does cause two problems.

First is that it breaks the flow of the game. Enemies are designed around the generalized loot in the area. Meaning, if the best armor in the area can only block 3 points of damage, then enemies shouldn’t be set at dealing 30 damage per hit. If the loot table isn’t balanced with the enemies it can lead to the player either demolishing everything, or barely able to survive. Not properly balancing loot and enemies also makes it difficult to determine where to introduce new enemies or strengthen existing ones.

That leads to problem two, having the randomized element of the game work against the player. In Torchlight, my first character on very hard difficulty did not get lucky finding new pistols and armor to use. I went 5 floors using the same gun and armor. When I arrived in a new area, I could barely kill anything and enemies were nearly killing me with each hit.

The problem with Torchlight is that the loot table is not ascending as much as Diablo 2. If I find a rare item on floor 3 in Torchlight and another on floor 5, there is a good chance the former is as powerful or stronger then the later. However in Diablo 2, finding a rare sword at the beginning of an act and at the end, you are practically guaranteed that the latter is stronger than the former.

Looking deeper at Torchlight one of the problem areas I saw has to do with the types of rarity. Ignoring normal or white weapons Torchlight has the following categories: green for magical, blue for rare, gold for unique, and purple for set items (items that go together.) The problem with this is that with only a few categories, it makes it harder to find better gear.

If you get lucky and get gold equipment early on, chances are you won’t find anything to replace it for a long time (such as 4 or 5 floors or more). Likewise if you are stuck with a blue or green item, you’re going to find plenty of them which may or may not be better then what you have. Due to the rate of finding blue items which most unique monsters drop, it lowers the value of green items outside of the very beginning of the game.

Another issue with Torchlight is that there is more quantity then quality with loot, some unique enemies and chests drop multiple pieces of the same equipment type all within the same level range. This makes it a crap shoot when it comes to getting new gear. Sometimes you’ll find something that is miles above what you have, and other times you’ll find 2 or more pieces of equipment equal to or worse then what you have. As an example while fighting level 11 enemies, I saw loot as low as level 8 dropping. If the quality of loot increased at a faster rate, that would elevate some of the issues.

Going back to Diablo 2 it had the following categories (not counting normal or low quality): high quality, magical, rare, set and unique. That’s 5 to Torchlight’s 4, meaning there is a greater spread of items to find. In Torchlight my chance of getting a unique item to replace a rare is low. However in Diablo 2, I have a much greater chance of replacing my high quality item with something better. Combine that with the quality of loot rising at a fast pace, makes the hunt for loot an enjoyable one and not an act of necessity.

The challenge of using loot as a motivator is that the player shouldn’t be surviving from one piece to another, and at the same time, going hours using the same gear also doesn’t work. That does it for part one, in part two we’ll take a look at leveling and see if Diablo 2 still stands as the best in this area.(source:chronicgamedesigner)


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