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如何利用不同模式增加游戏的重玩价值

发布时间:2013-04-18 17:09:29 Tags:,,,,

作者:Robert DellaFave

毫无疑问,开发游戏,无论是大游戏还是小游戏,都需要大量艰难的工作。先花几个月制作核心机制,然后设计复杂的敌人行为,再优化代码,最后你觉得需要添加额外的模式。但是,谁需要那些额外的模式呢?在你放弃所有那些好创意以前,你必须考虑你的受众。与以前的玩家相比,现在的玩家期待得更多,甚至要求得更多。而你的任务就是满足他们。

Modes_Replay_Value_KingSwing(from gamedev)

Modes_Replay_Value_KingSwing(from gamedev)

(不要低估游戏模式的价值。)

在游戏中添加模式,总是风险与奖励并存的。所以你首先要确认什么类型的模式适合你的游戏,能给游戏带来最多好处。

内容加倍未必时间加倍

在我们了解不同的模式类型以前,必须先澄清一个普遍的误解:添加模式不一定会显著增加游戏的制作时间。当然,多少是需要更多时间,但大部分情况下,在一两个变体模式上付出努力,后来总是被证明比纠结于单一的模式更值得。

考虑一下——在你开发完核心机制,你的手头上有了一整套简单的引擎代码。只要稍作变化,简单的平台游戏就可以变成奔跑类游戏、限时竞技游戏,或者开放沙盒游戏。

玩家永远不知道你花了8个月时间制定游戏的规则,而体现每一条这些规则只需要2周。从他们的角度看,你的努力必然会扩展最终产品的广度。因此,他们会花更多时间玩你的游戏。最重要的是,他们会认为你的公司给玩家提供了更深刻更多样化的体验。

克服提前发布游戏的冲动

问题是,甚至意识到模式的价值的开发者还是很难将各种模式放进游戏中。游戏开发是一件累死人不偿命的工作,在开发过程中,任何一个设计师如果说自己从来没有为项目鞠躬尽瘁死而后已至少一次,要么他在说谎,要么他确实比我本人强悍。也正是这些设计师,在最开始时写下野心勃勃的游戏设计文件,突然之间竟乐意把“还不够好”的产品发布出去。

这种念头必须克服。说得容易做得难,但如果你不能克服,你发布的游戏只不过是验证了你的概念,并不是一款完整的游戏。未达期望的游戏也可能成功,如果你针对的是手机平台,并且是免费的。但别指望这种特点不突出的游戏也能在PC或游戏机上成功。

所以你要有深入挖掘游戏的觉悟。现在,我们来看看模式能给游戏带来什么好处(以及坏处)。

难度模式:低风险,低奖励

副标题有点让人误会了,因为开发者有时候也会在困难模式中加入正常模式中没有的新机制。有些模式甚至调整了敌人的智力和攻击性,这样就迫使玩家使用不同的策略。如果想知道困难模式应该怎么执行,可以参考《光晕》系列。

在案例中,添加难度模式可能要多费一些时间,以及多冒一些风险。但是,如果我有Bungie的预算,我也可以做一些相当精致的AI。

Modes_Extend_Replay_Halo3(from gamedev)

Modes_Extend_Replay_Halo3(from gamedev)

(这些敌人在正常模式下更容易对付。)

大多数难度关卡是相当容易执行的。然而,我不建议简单地给所有敌人双倍的命值作为变通方案。相反地,我觉得应该采取更多有创意的方法。

例如,如果你正在制作一款匹配益智游戏,那么你可以考虑添加另一个益智元素,或减少最基本的移动的效力。如果是卷轴射击游戏,只需要移除几种枪支类型或限制当前枪支的威力,就可以显著提高难度了。甚至引入具有多种普通敌人的行为特点的新敌人类型也是可行的,毕竟这些行为已经存在于游戏引擎中了。

肤浅的难度模式往往会干扰游戏的平衡性,所以要设计得格外仔细。是的,这意味着你必须测试各个模式,看看对当前机制的巧妙处理是否提高了游戏的挑战性。

但即使你的其他难度模式已经很完美了,也可能只吸引到少数玩家。休闲玩家可能从“简单的”模式开始,而硬核玩家可能跳过其他模式直奔“令人疯狂的”模式。但我们当中大多数人处于两者之间,也就是能完成正常难度就觉得满意了。特别是对于剧情导向型游戏,难度模式往往被忽略。

有些游戏是故意把难度设得非常高的,如《黑暗之魂》和《超级食肉男孩》。我认为,如果这些游戏有简单模式,它们的硬核玩家应该会觉得被侮辱了。

所以,是的,虽然难度设置有一些优点,但并非对所有游戏都适用。但因为相对容易执行,所以至少要考虑一下。

附加模式:低风险,中等奖励

也叫作“偷懒模式”。附加模式通常是主要游戏模式的简单变体。无尽模式和限时模式就属于这一类。但是不能因为它们有一点儿偷懒就认为它们不实用。像《几何战争》这样的游戏也利用相当简单的变体模式,大大增加了重玩价值。

只是不要太偷懒了。如果你的游戏有10个关卡,将这些关卡连成一个关卡就叫作无尽关卡,那就太没创意了。提高敌人出现频率、增加跳跃难度、添加模式专属的道具,通过这些设计将它与其他模式区别开来。

Modes_Replay_Value_KingSwingTimeAttack(from gamedev)

Modes_Replay_Value_KingSwingTimeAttack(from gamedev)

考虑一下像《暗黑3》这样的游戏如果能加入一种模式——让玩家击杀难度越来越高的怪群,会增加多少乐趣。或者,让玩家在固定时间内扫荡某地下城,然后奖励完成任务的玩家,这应该能提高这款游戏的重玩价值。

不幸的是,附加模式只适用于特定的游戏类型。回合制RPG的考验模式可能有些吸引力,但可能增加不了太多重玩价值。冒险游戏如《塞尔达传说》如果有其他模式,就只会让人觉得不伦不类了。这些游戏更适合添加迷你小游戏,而不是不同模式。

但如果你是独立开发者,你的预算也许做不了一款20小时以上、附带捕鱼小游戏的冒险游戏,所以你可以考虑通过附加模式增加游戏的重玩价值。

其他玩法和在线模式:高风险,高奖励

记得我们说过执行大部分模式并不会大大增加开发时间?好吧,也有例外。在线多人模式、分支剧情、玩法的高级变体——这些都有一个共同点:极其地费时间。虽然不一定,但设置网络并不像制作碧琪公主的城堡那么简单,特别是对于独立开发者。《我的世界》测试了多长时间?3年?

另一方面,这些模式的作用也确实大。如果没有在线模式,就不要指望设计FPS了;否则你的目标受众一定会转战其他游戏的。事实上,FPS的狂热玩家可能有90%的时间都用于在线模式。你要准备面对开发真正的在线模式所面临的经济上和时间上的风险。虽然你很想制作出一款“《魔兽世界》第二”,但如果这是你的第一款游戏,野心就不要太大了。

Portal_2_Multiplayer(from gamedev)

Portal_2_Multiplayer(from gamedev)

(《传送门2》有一种多人合作剧情模式,与“主要的”单人模式完全不同。)

独立开发商Zeboyd Games做了一些独立开发者想都没想过的事:在他们比较成功的游戏《Cthulhu Saves the World》中加入第二剧情模式。这当然是一步险棋,但是得到了忠实玩家的赞赏。虽然这种做法可能并不适合新开发者,但至少应该考虑一下第二剧情模式。

所以,模式很好?

在你突然决定往游戏中添加14种新模式以前,你应该先考虑以下几个问题:

我制作的游戏是哪种类型?平台游戏、益智游戏和奔跑游戏都很适合添加附加模式。如果你制作的是冒险游戏或RPG,最好能避开难度和替换模式。

我的预算是多少?如果你制作的是附加模式和难度模式,那么预算几乎不成问题。而对于替换模式,你需要更多时间和预算。

这是我的第一款游戏?我是否已经有一定的知名度?在这种情况下,你会很想制作一款具有很高重玩价值的大游戏。但如果你发现你制作新模式所用的时间超过整个开发整时间的三分之一,那么请放弃吧。

所以,是的——模式是很好。但是你需要在游戏中添加足够的创意,才能让玩家不断返回你的游戏。(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

How to Extend a Game’s Replay Value by Including Different Modes

by Robert DellaFave

There’s little denying that developing a game, regardless of its scope, requires a lot of hard work. After spending months building solid core mechanics, designing sophisticated enemy behaviors and optimizing your code, the last thing you’re going to want to do is add additional modes. Who needs them, right? But before you throw away all those great ideas you had during pre-production, consider your audience. Today’s gamers expect, and even demand, more. And it’s your job to give it to them.

Don’t underestimate the value of game modes.

As with every design decision, there are risks and rewards associated with adding modes to your game, and so our objective becomes identifying what types of modes will benefit your game, and sanity, the most.

Doubling Content Does Not Necessarily Double Production Time

Before we get into the different mode types, it’s important to dispel a common misconception: adding a mode does not necessarily have to significantly increase a game’s production time. Sure, there are a few caveats to this rule, but for the most part tacking on an extra variation or two will prove to be more of a worthy endeavor than an overwhelming one.

Think about it – by the time you’ve developed your core mechanics, you’ll have an entire arsenal of accessible engine code right at your fingertips. With just a few subtle changes, your straightforward platformer can become an endless runner, an objective-based race against the clock, or an open sandbox where traditional dangers do not apply.

The beauty of modes is that end users will never know that you spent eight months creating the game’s rules, and only two weeks on each manifestation of those rules. From their perspective, your small effort essentially doubled the breadth of the final product. Thus, they’ll end up spending more time playing your game, and not someone else’s.  And most importantly, they’ll view your company as one that offers its users a deeper, more versatile experience.

Overcome the Urge to Ship an Under-Realized Game

The problem is, even developers who realize the value of modes are still hard pressed to incorporate them. Game development is a grueling effort, and any designer who doesn’t succumb to burnout at least once during the process is either a liar or a better person than I. These same developers, who at the beginning of pre-production wrote a very ambitious Game Design Document, are suddenly more than willing to release a final product that is just “good enough.”

Overcome this urge. Easier said than done, but if you don’t you’ll end up releasing a game that is more a proof of concept than a fully realized, multifaceted game. Under-realized games might fly if you’re targeting mobile platforms and are releasing for free, but don’t expect to get away with a feature-light game on the PC or consoles.

So now that you’re ready to dig deep, let’s examine just how beneficial, or in a few cases detrimental, modes can be to your game.

Difficulty Modes: Low Risk, Low Reward

That subheading is a little misleading, because there have been times when developers crafted Hard Modes that added new gameplay mechanics not found on Normal. Some were even ambitious enough to tune enemy intelligence and aggression levels so that players would be forced to use different tactics, should they hope to succeed. The Halo series comes to mind as one that took a bold stance on how a Hard Mode should be implemented.

In these cases, adding difficulty modes probably took a while, and qualify as more of a high-risk venture. Then again, if I had Bungie’s budget, I could create some pretty neat AI too.

Hey, you guys were easier on Normal.

Tangents aside, most difficulty modes are fairly easy to implement. However, I wouldn’t suggest simply doubling the HP of every enemy as a viable solution. Instead, take a more creative approach.

For instance, if match-3 puzzle games are your thing, consider adding an extra puzzle piece, or decrease the effectiveness of the most basic moves. Side-scrolling shooters can become significantly more difficult just by removing a few gun types, or by limiting the effectiveness of existing ones. Even introducing a new enemy type that exhibits the characteristics of multiple standard enemies shouldn’t take long to execute, especially considering that these behaviors are already built into your engine.

Related Posts

Hard Mode: Good Difficulty Versus Bad Difficulty

Shallow Hard Modes often upset the balance of otherwise sound games, so tread carefully. Yes, this means you’ll have to actually test each mode and see whether the increased challenge is due to the clever manipulation of existing mechanics or just sloppy design. As a wise man once said, “Frustrated gamers are frustrated.”

But even if your alternative difficulty modes come out perfect, realize that they will only appeal to a very select niche. Casuals will probably start out on Easy, and the most hardcore gamers will likely forgo playing on any other mode outside of Insane. But most of us fall into the middle, and are more than satisfied playing a game on Normal and being done with it.

This is especially true of story driven games, where the implementation of different difficulties is often overlooked.
Then there are games that are intentionally hard, like Dark Souls and Super Meat Boy. I would imagine if these games had Easy modes, their core audiences would feel insulted.

So yes, while there are benefits to difficulty settings, they’re not as universal as one might initially think. But because they’re relatively simple to apply, do at least consider them.

Tacked-on Modes: Low Risk, Medium Reward

Otherwise known as “lazy modes”, tacked-on modes are usually a simple variation of the primary gameplay mode. Endless and Time Attack modes fall into this category, as do some objective based modes. But just because they’re a little cheap doesn’t mean they’re not useful. Games like Geometry Wars: Retro Evolved have relatively straightforward variants to significantly lengthen their replay value.

Just don’t be too lazy. If you’ve produced a game with 10 levels, stringing those levels into one continuous one and calling it Endless Mode is not very creative. Increase enemy frequency, make jumps harder, add a mode-specific power up – do something to differentiate each mode.

Wait, so now I’m being timed? Cool!

Think about how much a game like the much maligned Diablo III would have benefited if it included a mode that played to its primary strength: killing swarms of increasingly difficult mobs. Alternatively, by simply providing players with a reward for clearing a dungeon in a certain amount of time, it would have extended its replay value by a fair margin.

Unfortunately, tacked-on modes only work for select genres. There is probably some appeal to a Gauntlet Mode in a turn-based RPG, but it’s unlikely to increase its replay value all that much. And mode variations in adventure games like The Legend of Zelda would just feel out of sorts. These games benefit more from built in mini-games than they do from different modes.

But if you’re an indie developer, you probably don’t have the budget to create 20-plus hour adventure games featuring a fishing mini-game, so tacked-on modes become a good alternative to increasing your game’s worth.

Alternative Gameplay and Online Modes: High Risk, High Reward

Remember when we said that the implementation of most modes will not greatly increase development time? Well, these are the exceptions. Online multiplayer, alternative storylines, deep variations on gameplay – they all have one thing in common: they’re hell to develop. Well, not necessarily, but setting up a network is no day at Princess Peach’s castle, especially for indies. How long was Minecraft in beta, three years?

On the flip side, the benefits of these modes can be huge. Don’t even think about designing an FPS without an Online Mode; your target audience will seek their fix elsewhere. In fact, FPS aficionados probably spend upwards of 90 percent of their time playing online. Just make sure you are prepared for the monetary and time risks associated with developing a true online mode. As tempting as it may seem to create the next World of Warcraft, do something a bit less ambitious if this is your first game.

Portal 2 featured a co-op multiplayer story mode that was entirely different from the “main” single-player mode.

Independent developer Zeboyd Games did something that few indie devs would even consider: they implemented a second story mode for their modest hit, Cthulhu Saves the World. A bold move for sure, but one that gained the admiration and respect of their already loyal fan base. Again, it’s probably not the best move for new developers, but tossing in a second story mode is something all rising stars should at least consider.

So… Modes Are Good?

Before you suddenly decide to add 14 new modes to your game, ask yourself a few questions first:

What type of game am I making? Platformers, puzzle games and runners all benefit from tacked-on modes. Best to avoid difficulty and alternative modes if you’re creating an adventure game or RPG.

What is my budget? If it’s nonexistent or small than stick with tacked-on and difficulty modes. You’ll need more time and money for alternative modes.

Is this my first game? Does anyone know who the heck I am? In this case, you’ll want to create a robust game with lots of replay value. But if you find yourself devoting more than a third of your development time to creating new modes, stop.

So, yes – modes are good. Keep the creative juices (and an extra pot of coffee) flowing and you can turn your one-note game into one that keeps people coming back.(source:gamedev)


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