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游戏应尊重玩家独立探索世界的选择

发布时间:2012-09-25 17:55:46 Tags:,,,

作者:Brandon Guerrie

如果你正在体验《生化危机6》、《生化奇兵》、或《现代战争》,那么请暂停几秒钟。

你是否感觉到有人正抓着你的手?好像正一步步把你推向自己的目标?

resident_evil_6(from gamingshogun.com)

resident_evil_6(from gamingshogun.com)

点击开始,回到游戏进程。在为目标不断奋战时,环顾下你的四周。

你看到了吗?那个大大的箭头记号?那个指标?

是的,这些标记会反复出现,好像目的地指引牌。

我在《使命召唤》中见过这些指示。我并不介意游戏告知目标的所在地。因为游戏可以呈现出简单直接的战役。

《生化奇兵》也出现类似元素。游戏中出现的箭头如同指南针一样,帮助我找出下一个目的地,然而,这些指示并未帮助我摆脱沿途困扰着的威胁。

最近,我尝试体验了《生化危机6》的公开样本。并再次体会到Capcom最新的恐怖冒险游戏中隐藏的类似GPS的指示。

为何游戏需为玩家提供指示?

《生化危机》的整个进程需要玩家依靠自己的能力完成。你必须找出游戏中的谜团,忍受可怕的对手。你会在沿途中发现一些暗示,但不会看到明显的箭头指示,这使得游戏体验更具真实性。游戏并未设置一个又大又明亮的图标,提示玩家哪里可以逃脱一群丧失的追捕。你必须自己发现前进的道路。

目前,大部分游戏在提示设置方面更趋宽容。无论结果如何它们都会手把手地指引你前进。指示器的唯一的替代性方式就是其中增添的第三方元素Game Genie(或者是引导我们通过进程的友好行人)。

从那时起,游戏复杂性大大降低了,并且更为直观,但你不会在角色扮演或者平台游戏中看到这种荒唐的大箭头。但游戏中会有诸如“玩得开心,祝你好运,如需帮助,请点击此角落”这类标记。

我相信现代游戏的操作方式剥夺了游戏中的趣味性。

如果你打算指引路线,也许你会指出我可能错过的某些秘密,以及路途以外的风景。为什么?因为你会告知前进的方向,而我会放弃本该继续的事情:以英雄的身份探索整个游戏。

游戏的作用是娱乐玩家,而大部分的乐趣(对于某些题材的游戏)需从探索中获得。我们希望获得另一种沉浸感。我们希望以男主角或女主角的身份来探索这个充满生机的世界。

毫无疑问,海军陆战队在真实的战斗并不会设置指示图标,所以,如果开发者想要让游戏更具精确性,他们应赋予游戏更多的孤独感,让玩家感觉自己不是在玩游戏。

现在的游戏操作似乎带有命令倾向。当然,这得益于技术的巨大进步。我们的iPhone上均配备跟踪器,并在旅行中携带GPS设备。但我仍然怀疑目前冒险游戏是否有必要提供这些指示。

我的意思是,既然游戏不值得玩家花时间去探索,那么为何还要将游戏设计得如此复杂?

《上古卷轴V:天际》是出色的游戏,同时也为RPG游戏的持续时间树立了标杆。但是,请给予我们无需任何帮助就能探索游戏复杂进程的机会。

gtaIV(from venturebeat)

gtaIV(from venturebeat)

我能够理解《侠盗猎车手4》设置巨大华丽场景的原因。玩家需在游戏中以自己的能力找出下一个目标,这可能需耗费数小时的时间(甚至是天数)四处探索。但我不想错过每个角落和缝隙。以自己的能力彻底搜查整座城市,然后找到秘密包裹,这会使游戏更具价值。

我们佩戴闪亮的盔甲,独自出发拯救世界,我们营救出美女,逃脱了不死族,难道我们的这种行为不该称为骑士的壮举吗?

如果你想要一个精灵来指引我们的行动,至少需要提供拒绝的选项。我们有些人仍然喜欢自己摸索到达目标的途径,如同一只孤独的野狼。因为这是个值得探索的旅程。(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

Games need to stop telling us where to go

by Brandon Guerrie

If you’re playing Resident Evil 6, BioShock, or any Modern Warfare title, stop and pause the game for a second.

Do you feel someone holding your hand? Does it seem like that person is pushing you toward your goal?

Hit start and return to the game. Take a look around as you battle your way to your objective.

You see it? That big arrow? That target?

Yeah, it’s that reoccurring and seemingly in-demand destination pointer.

I’ve seen them in in the Call of Duty franchise. And that was OK. I didn’t mind being told where the goal was. The games presented straightforward campaigns.

BioShock featured something similar. The arrow, working like a compass, helped me figure out where to go next, but at the same time, it didn’t help me get past the threats that plagued me along the way.

Recently, I took a stab at the Resident Evil 6 public demo. And once again, this GPS thingy was lurking around in Capcom’s latest survival-horror adventure.

Why is it needed?

Resident Evil is all about making it on your own. You have to figure out its puzzles and endure its hellish counterpoints. You find hints along the way, but without an arrow swinging around your radar, the experience feels more realistic. You don’t have a big, bright icon indicating where to escape from an army of zombies. You have to find out yourself.

A majority of current-generation games are more forgiving. They hold your hand no matter the consequences. The game’s difficulty doesn’t count. You see, when I grew up, video games kicked our asses. The only alternative (or nice pedestrian who helped us cross the road) was the third-party Game Genie add-on. And that was more than a pointer. It was what I like to call “El Cheapo.” Think of it as the equivalent of hacking at its finest.

Titles were less complex and more straightforward back then, but you didn’t see this absurdly big arrow in role-playing games or platformers. It was more like, “Have fun and good luck. Call Nintendo Power’s Counselors’ Corner if you need help.”

I also believe that modern-day navigation takes away fun, and it slaps our general logic in the face.

If you’re going to point where to go, you might as well point to the secrets and off-trail scenery I’ll probably miss out on. Why? Because you’re telling me where to go, stripping me away from what I should be doing: questing off as the hero I’m supposed to be.

Games are meant for enjoyment, and a large portion of that fun (for certain genres) is exploring. We are diving into another dimension. We want to put ourselves into the shoes of the hero or heroine while navigating into the vibrant world so many digital offerings provide.

Marines sure as hell don’t have a target icon to follow during a real-life war, so maybe if developers want to be accurate, they should make experiences more lonesome and not remind me that I’m playing a game.

In-game navigation seems to be mandatory now. Sure, technology has changed tremendously. We all have trackers on our iPhones and carry our GPS devices while traveling. But I still cringe at the idea of current adventures providing these helping hands.

I mean, why make your game so complex if it’s not worth the time to scour all of its pixelated environment?

The Elder Scrolls V: Skyrim is great, and it is how long-enduring RPGs should be. But please, give us the opportunity to delve into its complexity without any help.

I can understand Grand Theft Auto IV. It’s vast. It’s beautiful. Finding the next objective on your own could result in countless hours (or even days) of running around. But I didn’t want to miss out on every nook and cranny. Finding secret packages while scouring the city with my own knowledge made the game more rewarding.

Did MacGyver have help building a simple stick into a bazooka or traveling in the wilderness? No, he didn’t. He sucked it up. He grew balls. He did it all with his own skill.

Aren’t we supposed to be the knight in shining armor that singlehandedly saves the world, rescues the hot chick, or escapes the undead?

If you want a fairy to tell us what to do, at least give us the option to turn it off. Some of us still enjoy taking the road home by ourselves, just like a lone wolf.

It’s not a voyage without discovery.(source:venturebeat)


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