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以RPG为例列举存在发展潜力的游戏构思

发布时间:2012-04-25 17:25:36 Tags:,,,

作者:Aaron

游戏和其他媒介一样非常注重题材,有RPG类型,有运动游戏,有第一人称射击游戏等。总体来说,我们已体验同样的游戏很多年,这些游戏通常只有些许完善,如提高的AI,或能够同时使用两种武器,或就控制方案做出细微调整。

但每次,开发者都会在游戏中融入新元素,这会彻底改变体裁,创造新型电子游戏,或是变成能够植入其他游戏中的稳固构思。

例如操纵杆可以用于移动之外的操作的理念(游戏邦注:如控制曲棍球球棍)。

Bloodlines from geardiary.com

Bloodlines from geardiary.com

诸如上下文相关或快速操作事件之类的构思带来深远影响。

但不是每个杰出构思都会变成一个游戏惯例。

下面我将谈到若干设计构思,希望它们能够被运用至其他游戏作品中。它们也许不如上述构思那般庞大,但的确是非常优秀的理念,值得更多游戏进行采用。

Waste Design level from wildgunmen.com

Waste Design level from wildgunmen.com

我们之前已在游戏中看到选择性晋级。多数动作-探险游戏会随玩家的情节进展而提供新能力及新升级道具。

但在RPG题材中,多数玩家会将目光锁定在无法避免的刷屏操作。此时游戏基本停滞不前。你掠夺伙伴之物,狩猎怪物,以获得经验,升级自己的角色。这延伸游戏长度,是迎接未来挑战的必要内容,但通常令人心生厌烦。

Square开发者决定去除这些元素,只在boss战斗之后设置主要关卡收获。小型怪兽战斗只会带来递增能力。

这一机制确保玩家能够在随后的游戏中处于适当关卡,确保故事情节以合理速度发展。

Chrono Cross提出许多创新构思(游戏邦注:例如允许玩家逃避战斗,甚至是最终的boss战斗),但作为贪婪的RPG玩家,我必须说,我厌烦这些刷屏操作。晋级机制应该成为现代RPG游戏的标准模式。

Waste Design notes from wildgunmen.com

Waste Design notes from wildgunmen.com

如今这变成一个非常不错的构思。每次通过宝剑进攻敌人,你就会听到一个音符。当你将它们串起来时,音符就会变成简短的旋律。

这旨在促使战斗变得更激烈。这是个新颖构思,但其实想想《风之杖》,此构思也没那么新鲜。

但想想,如果更多设计师能够尝试采用这一构思,又将是怎么一副境况?植入真实游戏音乐和主题,让音乐随着战斗发生波动,呈现更逼真的敌人,这样战斗就会变得更有趣。

我们常常会看到这类想法,但多数设计师将其局限成脚本事件——这非常不错,但产生的是不同效果。

Waste Design xp from wildgunmen.com

Waste Design xp from wildgunmen.com

是的,这变成另一款RPG游戏。但这一题材没有偏离原始概念很远。

《Bloodlines》和许多开放式游戏一样,例如《寓言》和《Fallout》。在各情境中,玩家享有若干应对选择。你可以谈论自己的方法,采用秘密手段,或是直接闯入,进行射击。

多数游戏存在的问题是,玩家仅通过消灭眼前事物就能够获得非常丰厚的回馈。玩家会从中获得更多经验值(游戏邦注:还有完成关卡任务的经验回馈)。

《Bloodlines》和《Vampire》棋盘游戏一样,只在玩家完成关卡任务时给予经验奖励,无论你在此过程中消灭多少暴徒。

游戏带来真实的角色扮演玩法。你在超能力中的投入丝毫不会让你觉得浪费,游戏鼓励玩家通过新方式解决关卡任务。我希望未来能够在新游戏中看到这一机制,例如最近的《Fallout: New Vegas》。

游戏邦注:原文发布于2010年11月3日,文章叙述以当时为背景。(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

Great and Wasted Game Design Ideas

by Aaron

Gaming, like any other medium, is very genre focused. You have your RPGs, your sports games, your first-person shooters, etc. And by-and-large, we’ve been playing the same games for years, usually with only incremental improvements, such as improved AI or the ability to wield two weapons as once, or small changes to the control scheme.

Every once and a while, however, a developer will toss something new into their game, which will change the genre forever, create an entirely new type of video game or survive as a solid idea that’s implemented in other games as well.

Such as the concept that the joystick could be used to perform actions other than movement, like attacking or controlling a hockey stick.

Other ideas like context-sensitive commands or quick-time events have had far reaching effects.

But not every great idea gets picked up to become a gaming convention.

I present to you a few ideas that I would liked to have seen reach into other games. They may not be as huge as the ideas above, but they were pretty damn cool, and it would have been nice to see them implementing in more than just one or a small handful of games.

We’ve seen selective leveling in games before. Most action-adventure games have to gaining new abilities and power-ups as you progress further in the plot (Metroid immediately comes to mind).

But when you enter the genre of RPGs, most gamers steel themselves for the inevitable grind. It’s when the game essentially comes to a standstill. You grab your party and hunt monsters to gain experience and level up your characters. It pads out game length and is necessary to face to the challenges ahead, but man is it boring.

The developers at Square decided to do away with this by only having major level gains after a boss battle. Minor monster battles only offered incremental ability gains.

This system insured that you were always the appropriate level for the next part of the game, and it kept the plot moving at a good pace.

Chrono Cross had a number of innovative ideas (such as the ability to run away from any battle, even the final boss fight), but being an avid RPG gamer, I have to say I’m sick of the grind. The leveling system is one that should have become a standard in modern RPGs.

Now this was a cool idea. Every time you attacked an enemy with your sword, you would hear a musical note. As you strung together a combo, the notes built into a short melody.

The concept was to make battles more intense. It was a novel idea, but not exactly when comes immediately to mind when gamers think Wind Waker.

But think of how it could have grown if more developers tried their hand at it? Integration into actual game music and themes, rises and falls in the score as you battled, making even the most mundane enemies seem that much more exciting to fight.

Every now and then we do see ideas like this pop up, but most developers restrict it scripted events – which is great, but achieves a different effect.

Yes, another RPG. But it’s a genre that hasn’t strayed very far from its roots.

Bloodlines was like many open-ended games, such as Fable or Fallout. You’re presented with a number of choices to approach any situation. You can talk your way through, go the stealthy approach or burst in, guns blazing.

The trouble with most of the games is that you get a higher reward for just killing everything in sight. More experience points are giving for every body on the floor, in addition to your experience reward for completing the quest.

Bloodlines, like the Vampire board game, only gave experience points for completing a quest, no matter how many thugs you took down to finish it.

It allowed true roleplaying. All those points you spent in charisma didn’t feel like a waste down the road and it encouraged gamers to approach quests in new ways. I would have liked to see the system in new games, such as the recent Fallout: New Vegas.(Source:wildgunmen


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