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Ted Price分享制作游戏的四大核心理念

发布时间:2012-09-03 14:58:09 Tags:,,,

作者:Frank Cifaldi

毫无疑问,最近的游戏开发工具及发行方式的自主性开创了新兴开发者进军这一市场的新时代。但这还只是制作游戏的第一步。Insomniac Games首席执行官Ted Price在他过去18年的游戏开发经历中受益匪浅。他最近在西雅图举办的PAX Prime Expo大会上分享了让游戏脱颖而出的四项建议。

ted-price(from venturebeat.com)

ted-price(from venturebeat.com)

1.在某方面比别人略胜一筹

当你开始一个全新项目时,好消息是一切皆有可能。同样,坏消息也是一切皆有可能。

Price指出:“对Insomniac而言,我们通常最难的部分就是启动项目。”

Insomniac自1994年成立以来,有两次即兴会议,他们爬上办公室的屋顶,捎上一小桶的啤酒,然后就新游戏话题发表不同看法。最终,这些疯狂的创意都形成了一个复杂的项目。

Price补充道:“这确实很浪费时间,我们不会抛出直白的问题。比如我们的游戏在哪方面比别人优秀?”

找出比别人略胜一筹的方面,并将其用于其它的开发领域。

2.趣味第一性

乐趣一词难以定义。我们知道游戏中存在乐趣,但却很难找到乐趣。

为了找到乐趣,你需要不断尝试、不断失败,而且无法假设下次就能成功。

Price指出,我们常常陷入这样一种境地,即在游戏运行的时候,总是说服自己,只要加上美术、故事情节及声音,那么这款游戏就会更加优秀。

Price表示:“这种情形非常危险!这忽略了一些必不可少的因素。所有有趣的因素,包括故事情节、角色和视觉效果,都必须居于趣味性之后。你一找到乐趣点时,就得每天都去验证它。”

3.用户定位

大多数有着雄心壮志的年轻设计师在游戏目标用户这一问题上,都持有相同且令人反感的答案:所有人!

这个答案从没有像现在这样危险。如今的用户种类繁多,如果你能够区分出各类用户群,那你的游戏就更有机会同用户群接触。

是手机用户吗?“最好在短时间内就能满足他们。”是硬核玩家吗?“那就要重视你的摄像头及操纵装置。”是Facebook用户群吗?“那就要将病毒性传播视为设计中的核心部分。”

4.个性化创作

Price提出:“创作过程应当是一次个人经历。你是在分享自己的兴趣和经历,并将此融入游戏当中。”

在游戏中体现出自己的个性,你的游戏就会独一无二。

因为它会赋予游戏灵魂。(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 4 pillars of making a truly great game, according to Insomniac

By Frank Cifaldi

It’s no secret that the recent democracy of game development tools and distribution methods have made it a better time than ever for fresh new faces to enter the world of game development.

But those things can only take you so far.

Insomniac Games CEO Ted Price has learned a lot over his last 18 years of shipping games. And to a packed audience at the PAX Prime Expo in Seattle, he shared his four core tips for shipping games that stand out above the crowd, that help move the art forward.

1. Do one thing better than anyone else

The good news when you’re starting a fresh, new project is that anything is possible. The bad news is that…anything is possible.

“For us at Insomniac…usually the most difficult part of getting started is getting started,” says Price.

Twice now since its 1994 inception, Insomniac has had idea jam sessions, going up on the office rooftop with a keg of beer and brainstorming ideas for new games, coming up with a lot of crazy ideas for what would ultimately be a very complex project.

“It was a complete waste of time,” he says.

“We weren’t asking the right question. What does our game do better than any other game?”

Find that one thing you can do better than anyone else, and let it inform the rest of your development.

2. Fun comes first

Fun is hard to define. It’s one of those things that we know when playing, but getting to the fun is hard.

In order to find the fun, you have to try and fail, over and over again, and never assume it will just materialize later.

The trap most of us fall into, says Price, is that once a game is running, we convince ourselves that it will be better once art and story and audio are implemented.

“That’s dangerous!” says Price. “That’s putting off the inevitable.”

“All the fun stuff — story, character, visual — has to be subservient to fun. And once you figure out what’s fun you have to prove it every single day.”

3. Define your audience

Ask most ambitious young game designers who their games are targeted at and they’ll give you the same, poisonous answer: everyone!

Today, more than ever, that is a very dangerous answer. Today’s audience is incredibly diverse, and you have a much better chance of reaching your audience if you segment it.

Is it a mobile audience? “It better satisfy in seconds.” Is it a hardcore shooter? “Your camera and controls better be second-to-none.” Is it for the Facebook crowd? “Virality better be a core part of your design.”

4. Make it personal

“The creation process should be an intensely personal experience,” Price says. “You are sharing your interests and experiences and putting yourself in everything you make.”

When you make your project personal, it shows. Put yourself (or all of yourselves) in your game, and your game will stand out.

It will give your game a soul. (source:gamasutra


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