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解析游戏中旋转及静态迷你地图的适用情境

发布时间:2012-06-04 15:16:51 Tags:,,,

作者:Radek Koncewicz

不久前我赞扬了《巫师》中拥有许多优秀的机制。虽然它的续集也很出色,但是其迷你地图却真的糟糕透了。主要的问题便出在于地图跟随摄像镜头旋转,而缺少明确的方向指南更是让这一问题复杂化。

minimap_witcher(from gamasutra)

minimap_witcher(from gamasutra)

旋转的迷你地图有助于玩家遵循直线路径,这也是GPS选择这种设计的重要原因。如此用户便无需担心他们正在朝南还是东南而前行,他们只需要遵循系统生成的路线前进便可。如果路线始终指向相同的方向事情就简单多了,而如果屏幕上的箭头指向了右边,用户便需要尝试着向右拐。

但如果地图不能旋转,那么随着指向右边的箭头而向南驾驶也就意味着用户实际上需要向左转。所以为了避免造成玩家疑惑或者白费功夫,GPS设备的视图将与汽车保持同步。

minimap_call_of_duty_modern_warfare(from gamasutra)

minimap_call_of_duty_modern_warfare(from gamasutra)

第一人称射击游戏也从旋转型迷你地图中受益。这类型游戏的关卡都很小,或者都是线性的,有助于玩家有效地与迷你地图保持同步。主要原因是玩家需要基于周围环境立刻做出某些决策。

举个例子来说吧,如果玩家跟着队友向右转,但是他们的敌人却隐藏在左边的角落,为了能够有效地反击埋伏,玩家必须立刻选择最合理的前进方向。因为第一人称射击游戏的摄像机都较为固定,所以如果玩家能够清楚视线外的埋伏对象他便拥有更多优势(游戏邦注:因为他们看不到周边的其它景物)。

换句话说,静态迷你地图则更适合那些需要多次穿越于大片区域的游戏。

minimap_world_of_warcarft(from gamasutra)

minimap_world_of_warcarft(from gamasutra)

在这些游戏中,为了有效地穿越在不同区域我们就必须熟悉这些区域的布局。而目标常常就是我们脑中的方向指南,地标则能够帮助我们面向整个区域而创建一个心理地图。

如果游戏中的迷你地图不断摇摆,这不仅会改变向北的指向,同时也会迫使玩家领会他们每次在迷你地图上看到的地势状况。静态地图则比之更加有效,因为它有助于玩家对区域布局的分析和记忆,以便勾画自己的路线并轻松地穿梭在游戏环境中。

当然有些玩家只习惯使用其中一种地图类型,但为什么不能在游戏中同时包含这两种选择呢?(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

Minimap Rotation

by Radek Koncewicz

Not too long ago I praised The Witcher for a plethora of things it did really well. The sequel’s not bad either, but its minimap is absolutely horrible. The main problem is that it rotates with the camera, and the lack of compass directions only exasperates the issue.

Rotating minimaps are great for following a linear path, which is why GPS devices use this design. The user hardly ever needs to worry about whether they’re driving South or South-East, but they need to accurately follow the generated route. Consequently, it’s a lot easier if the path is always facing the same direction as the car, i.e., if the arrow on the screen is pointing right, they need to make a right hand turn.

However, if the map doesn’t rotate, then driving South with an arrow pointing right actually means making a left-hand turn. To avoid this confusion and unnecessary work with mentally rotating the map, the view of GPS devices is synched to match that of the car.

FPS titles also tend to benefit from rotating minimaps. Their levels are often small or just linear, and it’s very helpful for the player to be synced with the minimap view. The reason for this is that split-second decisions often need to be made based on the immediate surroundings.

For example, if the player is following a team-mate turning right but there’s an enemy hiding just around the left corner, it’s beneficial to instantly know which direction to face in order to counter the ambush. Since FPS games also inherently don’t possess a floating camera, it’s that much more advantageous to be aware of what’s lurking beyond the player’s view as there’s no other way to peek around the scenery.

Static minimaps, on the other hand, are much more suitable for games with large areas that need to be traversed multiple times.

In these titles, it’s important to familiarize oneself with the layout of the land in order to travel through it efficiently. Goals are often described with compass directions in mind, and landmarks are used to aid in the building of a mental map for the overall area.

If the minimap constantly swings around, not only does it keep changing the direction north is pointing, but it also forces the player to digest a radically different topography each time they glance at the minimap. A static view is superior to this as it facilitates the parsing and memorization of an area’s layout. This in turn allows the player plot their own paths and comfortably maneauver through the game’s environments.

Of course some players are only used to one approach or the other, in which case why not simply include both options?(source:GAMASUTRA)


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