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你为何没有制作梦想中的游戏?

发布时间:2013-04-15 15:07:44 Tags:,,,

你在制作自己梦想中的游戏,就是你一直就想制作的那种?

如果没有,那是为什么?

我曾在之前通过Twitter提过这些问题,也得到了一些回复并引发了一些讨论。以下是与这个话题相关的看法:

art asset(from examiner.com)

art asset(from examiner.com)

假如视觉效果/声音是问题所在,为何不模仿现成的游戏?

例如,《天际》、《孤岛危机》等,总之现在有许多游戏引擎可以用来模拟这些游戏。

需要更多设计?为何不创建更多原型?

我听说过关于游戏首先需要更多策划或设计的原因。为何不花2周时间设计,然后用一些周末创建游戏基本原型?

获得一些趣味元素的最有趣方法之一就是创建原型。我在一周内将我的小矮人原型组合到一起,出售了22份(22美元),这真是极具成就感的体验之一。

我从核心开始创建原型,这可能比较容易入手。

范围太大或过于费时

我的卡牌游戏开发过程中最大的一个问题在于,它一开始时是款小型游戏,但经历了3个极大的修改阶段。每个修改版本几乎完全不同。我现在拥有的最终版本完全不同于刚开工时的模样。

当然,这花了“太长时间”……但它们一直如此。我将首个公开发布日期定在2012年12月12日。我计划在那时推出首个版本,并尽自己最大的努力在这30天中完善游戏。

它刚开始时还是一个小型项目——只是游戏机制耗费了我大把时间。

真正的问题在于:

*假如范围过大了该怎么办?要不就是缩小范围,要不就是投入更多时间。如果你需要美术资产,那好,借用一些现成的游戏资产。或者制作类似于《Minecraft》这种像素风格的简单画面。

*DLC,补丁。它们的存在是有原因的。所以我们没必要让所有的想法一股脑地塞入第一个版本。我当然希望在游戏中引进30个不同的角色,但我只保留了几个而已。为什么?因为如果我愿意,我可以在之后再添加20个卡片角色。与之相似,你的第一人称射击游戏也不需要一开始就有902件武器,首发版本只要有4种武器就够了,可以在之后的补丁中添加更多种。

缩小范围,删除冗余功能或次要功能。保留最重要的功能,将不是很重要的内容放到之后再考虑。

梦想中的游戏应该是酝酿5年的项目

开发游戏的时间更长,并不一定能保证其成果就会优于开发时间较短的项目。

要将时间表划分成多个阶段。

不要试图开发“超级梦想游戏项目”,而要制作“一系列梦想游戏的小型子项目,将其整合成一个大型梦想游戏项目”。为什么?因为这是更具回报性的一种做法。

你是不是在为自己找借口?

为自己找借口很容易,“开发这种项目需要这种或那种东西,所以我做不了。”

限制条件无处不在。如果你没有获得足够的资金,可能就得发挥更多创意来完成游戏开发。

如果视觉资产是个问题,那么你一定要考虑美术设计是不是真的很重要。是否可以用其他更容易实现的元素取而代之?你能否借用现成游戏的资产?

如果游戏需要发挥“更多设计”,那就开始创造原型。创造原型可以快速揭露设计中的问题。找一些人来试玩原型。原型甚至可以只是简单的纸笔内容。

你可能会在某些方面缩减项目范围,但如果你想到“我的游戏应向玩家提供哪种体验”,你就会立刻意识到我们之前认为“必须要有”的元素实际上并不一定是“非要不可”。

现在,你可以开始制作梦想中的游戏了吗?(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

Why are you not creating your dream game?

Are you creating your dream game? The game you’ve always wanted to create?

If not… why not?

I asked about these earlier in twitter and got some replies & sparked some discussion. Here’s some more points regarding this issue:

If visuals/sounds is the problem, why not use existing games and mod them?

For example, Skyrim, Crysis, Source games, upcoming Source 2 (or whatever it’s called)… There’s plenty of game engines that can be used for modding?

Needs more design? Why not more prototyping?

I also heard about reasons saying that game requires more planning or designing first. Why not take 2 weeks to design, and then participate in some weekend prototyping jam & knock the game basics together?

One of the most fun way to get some very fun stuff out is prototyping. I knocked my dwarves prototype together in a week, sold 22 copies (that’s $22!), and it was one of the most rewarding experiences.

I prototyped the core. It would be easy to continue from there if I’d want.

Too big scope or takes too much time

One of the biggest issues I’ve had with my card game development is that, it started as a small game. It went through 3 very huge revisions. Each version was almost totally different. The current final version I have, is totally different than what the game was when I started.

Sure, this is taking “too long”… but they always do. I’m setting my first public release for 12/12/12. At that point I aim to get the first version out, and I do my best effort to finalize the game during these 30 days.

This started as a small project. In a way it still is – it’s the game mechanisms that took most of my time anyway – and has taken a long time.

And the real answer is:

- So what if scope is too big? Either scale down features or just take more time. If you need art assets, then well, mod some existing game. Or make minecraft like graphics.

- DLC. Patching. There’s a reason why those exist. So that we don’t need to put all our ideas in the first version. Sure, I’d like to have 30 different characters in the game, but I just stick with dozen. Why? Because I can add 20 card character pack later if I want. Similarly your cool shooter game doesn’t need 902 weapons in the beginning. Just throw in 4 for the first release and add more later in a patches.

Narrow down scope, get rid of useless features or minor features. Keep the big important features there. And go further. Put less important stuff in your “maybe later” box.

Dream game needs to be 5 year long project

Developing game long doesn’t guarantee it’s better than if development takes short time.

Split schedule into smaller releases.

Rather than doing “one big dream game project”. Do “series of smaller dream game sub projects that all help create the one big dream game project”. Why? Because it’s in every single way the much more rewarding way to do it.

Are you making up excuses?

It’s easy to come up with excuses. “Need more this or that, then I could do it”.

There are limitations. And if you don’t happen to get some sort of funding, you probably have to be bit more creative to figure out how to get development done.

If visual assets is the problem, then you must think whether art is important. Could you replace it with something easier? Could you mod some existing game?

If it “needs more design”, then start prototyping. Prototyping can quickly reveal issues in design. Get others to play your prototypes. Often. Prototypes can be as simple as pen & paper.

Your might need to reduce your project scope in some aspects, but if you think of “what is the experience my game will offer to players”, you will soon realize that certain “must to have” features we think there should be… aren’t so “must to have” after all.

So, how about that.

Could you start creating your dream game?(source:gameproducer


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