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总结优秀电子游戏设计的11大定律

发布时间:2012-11-30 17:25:58 Tags:,,,,

在整合游戏设计10大定律过程中,我们接触了一些顶尖的电子游戏创造者,并咨询了他们心目中的设计定律。以下便是这些开发者们的观点。

任何人都可以玩游戏

设计出任何人都能够轻松进行并学习的游戏——而不只是给予硬核游戏玩家的哟徐i。那些只是面向硬核玩家的游戏类型只会停滞不前并最终衰败下去。

创造有趣的教程

如今的游戏大多都带有一个有意义的教程,不过也存在一些没有任何意义的教程(游戏邦注:如《十字军之王2》)。但是有许多教程真的是既冗长又无聊。最理想的教程应该能够与游戏有效地融合在一起,就像在《塞尔达传说》或《战神》等游戏中,让玩家不会觉得自己是在漫无目的地等待一些好事情的到来。

God of War(from blogspot)

God of War(from blogspot)

足够慷慨

《弹珠台》的设计师便明确了这一点:当你能够给予击中球的玩家10万点的奖励时就不要想着只给他们10点。不要吝啬这种奖赏,不管是分数,珍宝,新汽车还是彩虹。

推动玩家为了获得奖励而努力

游戏不应该惩罚玩家的任何学习行为,如果游戏只是将一切内容轻松地呈现在玩家面前,他们便会失去成就感。即使是一款非常简单的游戏也具有值得追求的成就感层面,让具有技能的玩家可以去施展自己的能力。不管是在《黑暗灵魂》中杀死boss还是在《幻幻球》中完成Master挑战,让玩家能够克服各种困难便是游戏所能提供的最棒的乐趣。

给予反馈

设计师应该在玩家每次进行游戏时提供给他们足够丰富的反馈,不管是从声音上还是视觉上,好或坏——就像《使命的召唤》中能够让玩家感到满足的机关枪或者《宝石迷阵闪电战》中发出的“叮当声”。没有什么比让射击手手持一把无力微小的枪,或创造出一款反应迟钝的益智游戏更糟糕的了。

重视游戏界面

如果游戏具有糟糕的界面,控制或UI,它便不可能成为一款游戏。

进行迭代和分析

如今的市场上已经有许多还未完成的游戏,也就意味着设计师将在发行后对其进行完善与升级。不要依赖于直觉,请相信统计数据的指示。

不要忽视自己的感受

除了参数和分析,你自己的真实感受也很重要。如果游戏设计师不能从游戏中感受到乐趣,那就更别说其他人了。

不要随意进行修改

如果你所创造的游戏类型已经存在着某些惯例,那就果断地利用起来。不要随意改变控制机制。除非你知道这么做能够得到完善,否则千万不要轻易打破任何“规则”。

了解你的平台

不要做一些不可能的尝试。就像面对iPhone创造双杆射击游戏便毫无意义。

如果游戏真的有趣,那就忽视前10条定律

有时候我们并不能清楚地解释游戏具有乐趣的原因,如果这样,那就尽管忽视之前的定律吧(就像《我的世界》)。只要游戏是有趣的,其它定律也就毫无意义了。

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

Commandments of game design: PopCap’s Jason Kapalka

By Edge Staff

In the process of putting together our 10 Commandments Of Game Design feature, we got in touch with some of the industry’s top videogame creators and asked them to tell us their own commandments. Some gave us one or two key doctrines, while others sent over a full list of ten (or, in the case of today’s preacher, PopCap co-founder and chief game designer Jason Kapalka, eleven). Over the next few days, we’ll be publishing their thoughts on the website. As ever, you’re welcome to add your own thoughts in the comments thread below.

Anyone can play

Design your game with the idea that literally anyone should be able to pick it up and learn it, not just the hardcore genre fans. Not everyone will. But game genres that descend into a spiral of hardcore cliquishness become stagnant and ultimately die off.

Make tutorials fun

These days it’s rare to have games without a meaningful tutorial, though they do exist (Crusader Kings II). But there are many tutorials that are boring and drawn out. Ideally the tutorial is inseparable from the game, as in the Zelda or God Of War titles, so you never feel like you are doofing along on training wheels waiting for the good stuff to begin.

Be generous

Pinball designers knew this: why give 10 points when you can give 10,000 for a good bumper hit? Don’t be stingy with the cool stuff, whether that’s points or treasures or new cars or exploding rainbows or whatever. But…

Make people work for rewards

While games shouldn’t be punishing to learn, you lose the thrill of accomplishment if everything is handed to you on a platter. Even a simple game can have tiers of achievement to strive for, letting skilled players really push their abilities. Whether that’s slaying a ridiculous boss in Dark Souls or completing a Master challenge in Peggle, overcoming serious difficulties is one of the greatest joys games offer.

Give good feedback

Every second that you play, a game should be giving you good, juicy feedback, audio or visual, on what you’re doing, good or bad… whether that’s the satisfying vibration of a machine gun in a Call Of Duty game or the rising pitch ‘clinks’ of a Bejeweled cascade. There’s nothing worse than a shooter with meek, dinky guns, or a puzzle game that feels inert or unresponsive.

The game is the interface

A good game with a bad interface, controls, or UI is a bad game.
Iterate and analyze

These days many games are live, meaning they can be mined for metrics and patched and upgraded and tweaked even after release. Intuition is often wrong. If the stats are telling you something about your game or the way people are playing it, you should listen.

Inspiration is key

Even with metrics and analytics, your own gut feel is often the most important measure. If the designers of a game aren’t having fun with it, it’s unlikely anyone else will.

Don’t reinvent wheels

If there are conventions in your game genre, use them to your advantage. Don’t change control schemes arbitrarily. Only break the ‘rules’ when you really know you’re improving them, not just to be different.

Know thy platform

Don’t try to make it do something it really isn’t meant for. Dual stick shooters on iPhone, I’m looking at you.

If it’s fun, disregard commandments 1-10

Sometimes a game is just fun for no obvious reason you can explain or put down clearly on paper, or breaks one or more of the above rules (eg Minecraft). If it’s fun, all the other rules mean nothing.(source:edge-online)


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