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论述故事情节定时的5大常见错误

作者:Guy Hasson

定时原则旨在回答这一问题:事件何时发生?3个合理的答案是:最后时刻、最糟的时刻或者最出乎意料的时刻。

下面我们将谈论故事设计师在给故事情节定时时常犯的5个基本错误:

Timing from straightupsearch.com

Timing from straightupsearch.com

事件何时发生?

1. 在最后一个重要事件不久之后

这个“不久之后”是个什么事情也没有发生的黑洞。相反,你应该规划下个发生事件,确保呈现有趣的铺垫内容。否则故事就会陷入糟糕时机的黑洞。

2. 在某时刻之后

这又是个黑洞。中间发生什么事情?

3. 在玩家从上个事件抽身之后

时机巧妙的事件也可以出现于休息时间中。若中间没有发生任何事情,那么故事也就没有什么进展。

4. 当玩家做好准备时

当玩家做好准备时,你需要呈现满足3个定时原则的内容。若你呈现预料之中或已知内容,那么你就错失机会,你的内容就会缺乏趣味性。

5. 当玩家在没有付出任何代价就获得信息/转折/惊喜

任何信息、转折或惊喜(游戏邦注:无论大小)都要伴随定时回馈。若玩家只是获得信息、惊喜或经历转折,或是像什么事情也没发生那样继续游戏,那你的设计多半存在问题。定时法则让你能够确保新信息、转折和惊喜能够“影响玩家”。

总结

这些是业余和专业人士常犯的错误,这仅仅是因为“稍后”似乎非常适合游戏故事,或者设计师并不觉得情节信息需要产生某种效果。

若故事呈现新事件,但其不是在最糟时刻给玩家带来惊喜(游戏邦注:或者至少给某个角色),那么你多半操作有误。我的意思是,玩家获得的任何信息、消息、变化、新发现或转折都需要出现在这3个时间交叉点。(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

Story Design Tips: Top 5 Timing Mistakes

by Guy Hasson

In the last three Story Design Tips columns, we talked about the three basic rules of timing when coming to design a plot for your game. We talked about how timing controls every little event in your plot, not just the big events. We talked about how to make sure that anything with any importance happen in a way that fits the laws of timing. We talked about how the laws mean changing not only the time in which something happens, but the emotional place of a character the positioning of characters next to each other, etc.

The laws of timing all answer the question: When does something happen? The three absolute answers were: At the very last minute, at the worst possible time, or at the most unexpected time.

Now we’re going to cover the 5 basic mistakes most story designers make when planning the timing of their plots:

5 Timing Don’ts

When does something happen?

1. A little bit after the last important event.

This ‘little bit’ is a black hole in which nothing happens. Instead, plan for you next event and make sure that something interesting leads up to it. Otherwise, your story will get sucked into the black hole of bad timing.

2. At some point later.

Black hole again. What happens in-between?

3. After the character gets to rest from the last event.

Good timing events can also happen during a respite. If nothing happens in the middle, nothing happens in your story.

4. When the player is ready for it.

When the player is ready for one thing, you have to do something that falls into the 3 laws of timing. If you do the expected, the known, you miss an opportunity and  your plot is less interesting.

5. When the character gets information/a twist/a surprise without paying for it.

Any information, any twist, any surprise, be it a small or a large one, needs to come with a timing dividend. If the player just gets the info, the surprise, or experiences a twist and continues the game as if nothing much has happened, you did something wrong. The timing rules make sure you eke out ‘effect on the player’ from any new piece of information, any twist, and any surprise.

In Conclusion

These are the most basic mistakes, too often repeated by amateurs and professionals, simply because ‘later’ seems a reasonable thing to insert into a story, or because the designers didn’t think that any piece of plot information in the plot requires some kind of effect.

If something happens and it isn’t surprising or unexpected or done at the worst time for the player or at least one of the characters, you did something wrong. I mean every piece of of information a character gets, any news, any changes, any discoveries, any twists must come at one of these three junctions.(Source:gamasutra


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