我发现另一种让角色令人难忘的原因是出色的配音。我无法解释这一原因，但那些拥有相称的配音，或者出众配音的角色，一直盘踞在我的脑海里。例如《Dishonoured》中由April Stewart配音的The Heart，虽然它并非一个真实的角色，只是一个禁锢着一颗灵魂的魔法物，但我和其他玩过这款游戏的熟人还是认为，这个“角色”实在令人印象深刻。我认为这一角色之所以难忘，其中一个因素就是我此前并没有想到物品也可以有声音，直到摁下一个按钮，它开口说话时才发现。它的声音令人毛骨悚然，或许这也是它令人无法忘怀的原因之一。
Elements of game design – Part 3; Character
There are multiple ways that a character is made memorable and like-able or even unlike-able, in games, books and films. Like I’ve mentioned before in my review about Dishonoured, the protagonist, Corvo is distant to begin with but despite this fact and him being faceless and voiceless throughout the whole game he become memorable. One of the ways is the sense of control that you have over him, just like the sense of control in practically all the games that are created these days. But also because you follow him in his adventure in trying to achieve his goal, something which you grow to see that he actually believes that his goal is not wrong.
Most names of memorable characters are simple, easy to pronounce and are unique such as, Harry Potter, Connor Kenway, and Commander Shepard. Something that makes a character 3 dimensional is their flaws. Flaws make us feel that we can relate to them, as everyone has flaws.
Another thing I find makes a character memorable is by great voice acting. I do not know why but a character with a voice that suits them, or stands out, sticks in my mind. Such as The heart in Dishonoured voiced by April Stewart, despite not actually being a real character but a magical object with a soul trapped inside, I and a few others who I know have played the game find this “Character” memorable. I think the thing that made this character memorable for me was I didn’t realize this object had a voice, until I pressed a button and it spoke. Its voice was spooky, which probably another reason that it was memorable.
Appearance in a character has to be iconic. First impressions are always pivotal. Most memorable villains have an epic entrance to which makes the gamer’s internal red alert flash when they first see the villain.
Another thing I find memorable in a character is intelligence. The character that comes to mind when I think of intelligence is GLaDOS from Portal. Even though her voice is the same deadpan tone throughout the game, her bad humor is what makes her an interesting character. She uses her wit and humor to try to prove how she is more intelligent than your character. But just like everyone she has to make mistakes, even if she is a robot.
Another character that is memorable it Link from The Legend of Zelda. One of the few reasons why he is memorable to me is that the game was inspired by Miyamoto’s childhood memories of exploring the forests and caves that surround the Japanese city of Kyoto, recreating the feeling of awe, fear and accomplishment he experiences as a child. So Link is a non-speaking child who grew in experience, confidence and strength as he goes through his adventure, ending as a mature young man who can tackle challenges life throws at him. Link is one of gaming’s most enduring heroes, with almost 50 million worldwide sales behind him.（source：imoustacheyousomequestions）
Elements of game design – Part 4; Environment
Everything starts with an idea. Thing to consider when choosing an idea;
- How excited about the environment you want to create?
- Are you inspired to create this idea and see it as a game environment?
Inspiration and enthusiasm will allow momentum going for the project.
Purpose is important for projects. Why do you want to create this map?
Your purpose could be a variation of things;
- To get a job at a specific studio
- To create a portfolio piece
- To learn some new tools inside UDK
- To learn new editor
- Improve a specific workflow such as modelling foliage or textures from scratch
- To create a map for a mod your friends are working on
Whatever it is, purpose is a strong drive to get a project to the finish line.
Another thing you have to think about is how will you make you environment stand out? What elements will make your environment unique?
An environment that I particularly like is the Assassin’s Creed 3 map.
It’s a large map which changes with the seasons as you progress through the game. One thing that I particularly like is something they’ve improved on from the original previous games.
Where in the original games the climbing mesh was square and un-natural, they made it more natural in the 3rd one and even added the ability to climb trees.
This is a video of how smooth and natural the climbing is on the trees within this game.
Within the Animus, Desmond accesses his ancestor’s memories to explore the life of 18th century ancestor in Colonial America during the American Revolution; a young man names
Ratonhnhaké:ton, also known as Connor. His story spans over two decades of his life, from his childhood in 1760 to 1783. Some of the cities that can be explored are Boston and New York, as
well as the American Colonial Frontier, and the settlements of Lexington, Concord and Charleston.
According to the designers of Assassin’s Creed 3 they got historians to find them maps of Boston and New York that was as accurate as possible and create the map so it as a replica to the maps, trying to keep as much detail as possible within this environment to keep it accurate. Another feature is the weather feature. You get to see each city in the different seasons, something that I haven’t really seen in a game before. You also get to experience the difficulty that the soldiers had to endure in the Frontier, with not only the bad winters with lots of snow, but also the heat and you see the transformation on the land that the heat does. The snow I think is a great feature as it’s practically realistic, as it not only slows your enemies down but also yourself.
Despite the story being a let-down in the game, I feel the environment was brilliant.（source：imoustacheyousomequestions）