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列举挑选最佳游戏创意的数个筛选方法

发布时间:2013-01-31 14:00:22 Tags:,,,,

作者:Thiago Attianesi

我们曾提出大量想法,也构造出不少有趣创意,现在我们应从中挖掘出最佳创意,那么怎样才从一般创意或糟糕创意中挑选出优秀创意?如何不依靠个人观点进行选择?

筛选形式可以解决这个问题。

相比以往,这是个更加简单的概念,主要围绕5个问题进行:

creative idea(from scirra.com)

creative idea(from scirra.com)

第一层筛选——在你看来,游戏是否优秀?

第二层筛选——该游戏制作手法是否精良?

第三层筛选——该游戏能否吸引大批目标用户?

第四层筛选——该游戏定价是否合理,保证开发者收回制作成本税?

第五层筛选——玩家对它做出何种评价?

附加筛选——该作能否催生出社区与社交游戏价值?

(游戏邦注:附加问题只适合某些游戏,比如MMORPG游戏,它们需依赖Facebook这类社交网络。)

现在我们将详细解读各个方面。

第一层筛选——设计师本能

creation(from scirra.com)

creation(from scirra.com)

设计师尤为偏爱这种筛选方式,但记住不要让自我意识过度膨胀。这种筛选方式相当简单,只需凭借感觉,该作看起来精致吗?可否称为佳作?能否正常运作?在解答完这些问题后,第一层筛选结束。没错,该筛选模式带有一些个人主观色彩,但其它筛选方式会平衡这种模式。

第二层筛选——设计师/团队的经验

该筛选方式较为复杂,你应基于研究与经验,记录下有关游戏制作的方方面面,其中包括了解用户体验、游戏美感、特殊情境的声音设置、有趣区域、游戏平衡。为完成这层筛选,该项目不得不经历设计师与团队的各种挑刺。

experience & confidence(from scirra.com)

experience & confidence(from scirra.com)

第三层筛选——用户分类

可能你已为游戏设定目标用户,即使尚未确定。用户群体可划分为多个不同种类:年龄、性别、社会地位、宗教信仰、特殊爱好与最爱运动(游戏邦注:比如女孩在青少年时期会参加选美大赛)。

在此过程中,你还应精确考虑设计是否能愉悦并吸引目标用户。

第四层筛选——盈利

没错,你可能会十分惊讶,但游戏开发领域便从属于商业范畴,所以需要讲究盈利性。

money(from scirra.com)

money(from scirra.com)

在这层筛选中,我们将分析出售游戏的各种可能性,是否有望在货架、Steam平台、独立包装或某些应用商店受到瞩目,是否具有吸引力,以及相关营销成本、制作成本、创新成本、团队花费、制作时间。如果竞争对手的作品与你苟同,且都着重于某些方面,那你应突显出它的特殊方面。

该过程还涉及到技术层面与相关开销,比如声效制作、美术制作、排序编写、程序设计及推广方面。

第五层筛选——玩家作用

这属于最后一层筛选模式,其中与用户群体的反应息息相关,它能够确定作品是否成功。

在使用该方式前,首先你的游戏应具备可玩性,即玩家会沉浸在故事情节中,理解机制,深刻体会到游戏进程。在此过程中,我们可能会分析用户在预定情境中的举动,观察他们对画面、菜单的反馈,借此对游戏做出重大调整。

附加筛选模式——社交媒介

该过程至关重要,但并非所有游戏都必须采用,它可能相当重要,也可能只是微小细节,这主要取决于游戏题材。

比如MMORPG游戏需大量玩家参与,如果情况相反,它将相当枯燥,然而移动游戏无需通过复杂连接便能进行快速互动,其社区可以对所有事件漠不关心。

显然会出现相反情况,不少移动游戏已经融入多人元素,且证实能够提高游戏趣味性,但游戏机制不同,结果也存在差异。通常情况下,评论游戏的社区有助于长期推广游戏。

由此可见,某些情况下我们有必要通过社交渠道筛选游戏。

总结

有时,项目的发展会引起筛选模式的改变,比如投资资金改变(从原先的15万转变为现在的9万),审查制度调整(审查机构不接受血腥画面),或是瞄准错误目标年龄群(原本目标用户是12-13岁的青少年,现在发现16-24岁的少女更能接受该游戏)。更重要的是,假如游戏设计的限制条件允许发生这种现象,那么这些调整则无多大问题。重点是,我们应找到通过这五层筛选的方法。

你可能会反复使用这些筛选方式,直到熟练于心,那么未来你只需通过判断力便可知晓某个创意是否杰出,甚至在某个时刻,你并未发现自己如此擅长,且能轻易从不同创意中做出选择,依据可能性、价值、用户群体、盈利与其它元素进行分类。根据经验,你便能快速从结构化与明确概念中整理出最佳创意。这将造福于你和自己的团队。(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 Five and a Half Filters of Game Creation

by Thiago Attianesi

Right, we passed by many thoughts, and we even structured some interesting ideas, now we have to separate the best ideas, and how do we separate a good idea from a not so good one or one that is simply bad? How do we choose an idea without basing ourselves in personal opinion?

As soon as we arrived here, here where? In the filters to separate a good project from the others.

This is a more simple concept than the past few, which can be resumed in this 5 questions:

First Filter – This game seems good to you?

Second Filter – Is the game (or, will the game be) well made?

Third Filter – Will the target audience be sufficiently attracted by the game?

Fourth Filter – Will this game be priced well enough to cover his cost taxes?

Fifth Filter – Which will be the most likely opinion of those who play the game?

Half Filter – Will this game generate a community with a social game value?

Extra question, it fits some games, the ones that need social networks to survive, like Facebook, or some MMORPGS.

Now let’s go to the more pedagogic side of the thing, I will explain all of those questions in a better manner.

First Filter – The Designer’s Instinct

This is the dearest filter to the designers, beware to not elevate your ego enough so this will be the unique filter. This Filter is really simple, you just need to feel, this game looks good enough to you? Do you think that it will be a good piece? Will it work? Then its done, you passed on this filter.
Yes, this filter is kinda personal, the other filters will balance this personal choice.

Second Filter – The Experience of the Designer/Team

This filter is one with high complexity, it requires que you take note of everything that you and/or your team know about game making by studies or experience, this involve knowledge about user experience, aesthetics, sound development to specific situations, interest areas, game balancing, to pass on this second filter, the project has to pass through a variety of critiques based on the knowledge of the designer and his team.

Third Filter – Taxonomy of the Attraction

Maybe not, but it’s highly probable that your game has an target audience, even if you did’nt define which yet. This public can be divided by many different manners: age, sex, social class, religious beliefs, special interests, favourite sports (For example: Girls in popularity contests on their teenage years).

With this filter you have to consider precisely if the design is pleasant, interesting and attractive for the destiny audience.

Fourth Filter – Business

Yes, it can be a surprise for you by this moment, but the game dev area is a business. And it is a really rentable business.

In this filter we will be analyzing everything about the possibility of selling your game, the chances of getting a headlight on the shelves, in steam, in a indie pack or in some app store, your appeal, your marketing cost, production cost, innovation cost, team expenses, and production time, and if your competitors games are similar, if they have bet in what you are betting and some other informations of the genre, specific for your game.

This filter involves the technology that will be used and all costs related to it, be it for creation of the sound effects, art production, writing sorting, in the language programming or the games marketing.

Fifth Filter – Player’s role

Recalling that the last filter, has a lot to relate with the public’s reception, what will define if your game is a success or not.

To apply this filter, your game has to achieve a development level of being playable, where the player can immerse in the plot, understand the mechanics and feel the game by itself. Here it will be possible to analyze the behavior of your public in projected situations for them, see the feedback related to the screens, menus, bars, and so generate really important changes for the game.

Além de modificar o jogo em si, você começa a entender seu público melhor, vê o psicológico dele em funcionamento e pode-se usar disso para fora do jogo, seja em uma campanha de marketing ou uma competição por votação.

Half Filter – Social Media

Important Filter, but not necessary for all games, it can be a golden filter or just another little details, it depends absurdly on the game style.

Games like MMORPGs need a lot of players, if so not, they turn out to be boring, without the social coefficient that they should carry, but games for mobile, where is required a faster interaction without connection or complications, the community can turn itself indifferent for those matters.

Obviously the opposite can happen, there are mobile games which explored the multiplayer factor and turned out to be absurdly interesting because of that, the cases can vary from the game mechanics. In the common case to have a parallel community commenting about the game can create a long term marketing for it.

Then it turns out to be necessary to pass the social filter just in some cases.
And so, to finalize this little post about filters, we arrive at the patterned conclusion.

Sometimes it’s necessary to change some filters with the project’s growth, perhaps because of a sponsor’s funds change (Imagined 150.000 to inves, and it turned to be 90.000), censorship rules (the censorship does not accept some scenes with red blood), or it was planned for the wrong demographic age group (the target was men with the range of age from 12- 13 years, now the game turned out to be more accepted by women from the age range of the 16 – 24) between other possibilities. What is more important to highlight is that there are no problems with those changes, provided that the restrictions of your design permit that. It’s important to find a manner to pass all the five filters.

You are going to use those filters for many repeated times until they appear automatically for you, enough so you can call them by good sense in the future, there will be a moment that you won’t even notice that you separate so well and easily the diverse kinds of and different ideas, sorting them from possible ideas, valuable ideas, public ideas, profitable, and others.

With the posterior experience, you will organize swiftly your best ideas, or the ideas of the others, in structured and defined concepts to be applied with haste and easiness. It will turn out to be pleasurable for you and your team when you win experience with this.(source:scirra)


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