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简述游戏中的视觉及音乐提示设置用法

发布时间:2012-06-09 14:04:01 Tags:,,,,

作者:Aaron Burton

视觉提示是让玩家将注意力集中在当前任务的一个关键设置。让玩家享受流畅的游戏过程极为重要 ,如果玩家有30分钟的时间处于不知所措的状态,那么一定有哪些环节出错了,游戏过程也就被打断了。有时候玩家心情好,他们也许愿意静坐在那里多尝试一番,但多数时候他们遇到这种情形就会转向其他不那么令人困惑的游戏。

shortcut(from gamaustra)

shortcut(from gamaustra)

改变环境可以作为一种为玩家释疑解惑的视觉提示。例如,我去上课时总会抄近道。但我为什么会知道近道在哪?因为我看到许多人踏过草坪踩出的一条路。所以我就知道这是一个可行路径。我们在游戏中也可以采用类似方法,以一些布满尘土的路径来分割场地,或者提供一些类似的视觉提示,让玩家知道“你也可以走这条路”。

cracked wall(from gamasura)

cracked wall(from gamasura)

被破坏的物体也可以作为一种视觉提示。如果玩家数次看到一个普通的物体,以及这种物体被破坏后的样子,那么他们就会认为这是一种可破坏物。虽然情况并不总是如此,但十有八九的玩家遇到被毁坏的物体时总会认为它意味着一种新体验。多数游戏使用这种机制时都会附带一个可破坏该物体的角色。而这个角色的攻击方式并不相同,可以是简单地爆头,也可以是极凶猛地开火。

the_dark_room(from gamaustra)

the_dark_room(from gamaustra)

我们还可以利用光线提示玩家。例如,若我处于一个暗室中,看到不远处有一道光,我就会直奔那道光,因为大家潜意识里都会认为有光的地方不会太可怕。所以我们可以通过照亮某个区域引导玩家“走到这里来”。

flutist(from gamaustra)

flutist(from gamaustra)

音乐虽然不属于视觉提示范畴,但也能产生引导玩家的效果。例如,当玩家接近某处埋藏宝物的地点时,游戏就让玩家听到笛声;而如果他们听到击鼓声时,则暗示敌人正在靠近。(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

Visual Hints In Games

by Aaron Burton

Visual hints can be key to having the player focus on the task at hand. Having smoothe gameplay is essential. When a player is lost for 30 minutes something went wrong and the gameplay is now interrupted. Sometimes if them game is good a player will sit there and try and beat it. But most of the time the player will play another game that’s less confusing.

An environment change can be used as a visual hint. For example when i was walking to class and i took a shortcut. But the question is how did i know it was a shortcut? Because so many people where taking the same path the grass died and the dirt became visable. This let me know it was a viable option to take. We can use this in games by breaking up the environment with dirt paths or a visual cue that tells the player “you can go this way as well”.

Another visual hint can be using cracked objects. If a player sees a normal object a few times and a cracked vesion of that object they will assume it is destructable. Don’t get me wrong this is not always the case, but 9 times out of 10 the player is expecting a new expierence to come forth when encountering a cracked object. In most games a this mechanic is used with a chracter that can break through the object. The character can have an attack ranging from a simple headbut to a ferocious choulder charge.

Lights can also be used as a visual hint. For example if i was in a dark room and there was a light in the distance I would flock to that light because everyone knows bad things don’t spawn near light. Lighting up an area can let the player know ” Hey you can go to this area “.

Music is not visual but it too can be used to guide the player. For example I could make a game where if a player heres a flute melody they would be close to burried treasure. Or if they here drum beats they would be close to enmies.(source:gamasutra


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