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列举游戏设计应注重视的8种趣味类型

发布时间:2013-02-04 09:11:31 Tags:,,,,

作者:Cmurder

游戏其实是一整套规则,决定着进入游戏的玩家能做什么以及不能做什么。而我们又该如何制定一套有关“乐趣”的规则?这是所有设计师和制作人应该回答的问题。

以下我将列出游戏中8种类型的趣味:

1.感觉

游戏作为娱乐感。

Horror Games(from thegamecritique)

Horror Games(from thegamecritique)

能够唤起玩家的情感反应。游戏通过视觉效果,声音以及节奏等元素而影响玩家的感觉。节奏对于游戏来说非常重要,特别是对于恐怖游戏。所以大多数恐怖游戏都能震撼玩家的感觉。

2.幻想

游戏是虚拟的。

所有游戏都带有一定的幻想。玩家经常能在游戏中获得一些在现实世界中所把握不住的强大“能量”。

3.故事

游戏是一个不断发展的故事。

设置游戏故事能够带给玩家一种使命感。并不是所有游戏都有或者都需要故事。故事同样也能被当成游戏的“目标”。就像在沙盒游戏中便拥有各种玩家所创造的故事。玩家通过游戏行动而去讲述故事。指向点击游戏便是基于故事的游戏典例。

4.挑战

游戏是一种障碍。

益智游戏便是如此。克服障碍本身就是一种奖励正强化(游戏邦注:一种以操作条件反射为理论依据,通过正强化塑造和巩固某一行为的方法)能让玩家知自己所做的事是对的。

5.伙伴关系

fellowship(from scirra.com)

fellowship(from scirra.com)

游戏是一个社交框架。

与好友一起游戏总比独自一人游戏强。团体游戏和多人游戏便属于这类型游戏。伙伴关系或多人游戏能够带给玩家额外的互动层面。而单人游戏则只能通过使用AI去模拟交互体验。

6.发现

游戏是一个未知领域。

发现不只是关于游戏本身,还包括玩家自己。冒险游戏便是一个很好的例子,但是任何能让玩家更好地认识自己的游戏都符合这一点。

7.表达

游戏是一个讲台。

trollface(from scirra.com)

trollface(from scirra.com)

表达源自游戏规则及其动态性。《我的世界》等沙盒游戏便是关于表达,但其实任何一款游戏都包含了这一元素。是否曾试图去打破游戏或破解它?自我表达便是人类本性的一大重要组成部分。

8.放松

游戏是不用动脑的消遣活动。

最显著的便是“刷任务”或“农场活动”。大多数游戏都具有这种形势。放松可以说是挑战的对立面。如果一款游戏只拥有挑战,那么玩家肯定很快就会关掉它。如果玩家抱怨游戏太难,那便标志着它未呈现出足够的放松元素。当然了,硬核游戏的放松元素就比较少。

以上便是设计师在创造游戏时需要遵循的一些规则。下次当你在玩一款“有趣的”游戏时,不妨问问自己它的乐趣是来自哪里。

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
Game Design: 8 kinds of fun

by Cmurder

A game is a set of rules that determines what the players involved can and can not do. So how to you make a set of rules into something that is “fun”? This is what all game designer and makers should ask themselves.

Yours truly, back in 2011 was a computer science/ digital media student and came across the theory of “fun” which hopes to address the above question. There is also a video of the lecturer explaining the 8 kinds of fun at the end of the tutorial. The following is a breakdown with examples but more stuff relating to game design can be found at http://www.8kindsoffun.com

1. Sensation

Game as sense-pleasure.

Evoking of emotions in the player. Sensation is created through manipulation of sight, sound and pace of the game. I cannot stress how important pace is in a game, especially horror games. Most horror games builds sensation very well.

2. Fantasy

Game as make-believe.

Its easy to argue that all games have some sort of fantasy. Players often seek “power” in a game which gives them what they can’t get from real life.

3. Narrative

Game as unfolding story.

Having a narrative gives the player a sense of purpose. Not all games have or need a narrative. The narrative can also be thought of as the “goals” of the game. Sandbox games, even with there endless possibilities has a user created narrative. That is the users tells the story through their actions. Interactive story books, point and click games are examples of games based on narrative.

4. Challenge

Game as obstacle course.

Puzzle games are a good example. Overcoming obstacles can be rewarding in itself but just to be safe reward the player! Positive reinforcement lets the player know that he/she is doing the right thing.

5. Fellowship

Game as social framework.

Playing with friends is always better than playing alone. Party games and MMO games are great at this. Fellowship or multi player games adds an extra layer of interaction for the players. Solo games often simulate the experience of fellowship by using friendly AI/ bots.

6. Discovery

Game as uncharted territory.

Discovery not in just the game itself but what you learn about yourself. Adventure games are good examples but any game that makes the player learn more about themselves can be thought of as discovery.

7. Expression

Game as soap box.

Expression comes from the rules of the game and its dynamics. Sand box games such as minecraft is all about expression but every game has it. Ever tried to break the game or hack it? Self expression is a very important part of human nature.

8. Submission

Game as mindless pastime.

This relates more to “grinding” or “farming”. Most games have some form of this. Submission can also be thought of as the opposite of challenge. If a game is challenging all the time players may be turned off. complaining that the game is too hard or cognitive overload is a good sign that the game doesn’t have enough submission for the player. Of course “hardcore” games can be thought of as having less or none of this.

So there you have it. These aren’t solid rules that have to be followed but rather, useful things to consider when making a game. They are also very useful when breaking down a game. Next time you play a game that is “fun” try and ask yourself what makes it fun.(source:scirra)


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